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Evolution of this book
is course book has been contributed by the Open University
Netherlands (OUNL). e first edition of this book was written by
Sylvia Stuurman and Ella Roubtsova in 2007 as an OUNL course book
based on lectures given by Lex Bijlsma in the Software Technology
master programme of Utrecht University. ese lectures in turn owed
much to an earlier version by Gert Florijn. A second edition, with
contributions from Bastiaan Heeren, was published in 2009. e FTA
version was updated and rewritten by Sylvia Stuurman in 2011.

Participation
Users of FTA learning materials are encouraged to provide feedback and
make suggestions for improvement. A specific space for this feedback is
set up on the FTA website. ese inputs will be taken into account for
next versions. Moreover, the FTA welcomes anyone to use and distribute
this material as well as to make new versions and translations.

See for specific and updated information about the book, including
translations and other formats: http://ftacademy.org/materials/fsm/. For
more information and enrolment in the FTA online course programme,
please visit the Academy's website: http://ftacademy.org/.

I sincerely hope this course book helps you in your personal learning
process and helps you to help others in theirs. I look forward to see you
in the free knowledge and free technology movements!

Happy learning!

Wouter Tebbens
President of the Free Knowledge Institute
Director of the Free technology Academy
Software architecture

Course book
Course team
dr. A. Bijlsma
dr. B.J. Heeren
dr. E.E. Roubtsova
ir. S. Stuurman
Software architecture

Course book
Contents

Contents 1

I The activities of a software architect 3

1 Introduction to software architecture 6


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.1 What is software architecture? . . . . . . . . . . . . . . . . . . . . . . . . . 7
1.2 Topics in software architecture . . . . . . . . . . . . . . . . . . . . . . . . 10
1.3 The architect versus the engineer . . . . . . . . . . . . . . . . . . . . . . . 16
Discussion questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

2 Requirements engineering 18
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2.1 Important concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
2.2 Use cases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
2.3 Three types of requirements . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.4 Summary requirements engineering . . . . . . . . . . . . . . . . . . . . . 26
2.5 Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Discussion questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

3 Description and evaluation 30


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3.1 Describing architectures . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.2 Architectural description languages . . . . . . . . . . . . . . . . . . . . . 39
3.3 Evaluating architectures . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Discussion questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

II Patterns in software architecture 47

4 Architectural patterns 50
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
4.1 Architectural patterns or styles . . . . . . . . . . . . . . . . . . . . . . . . 51
4.2 Examples of architectural patterns . . . . . . . . . . . . . . . . . . . . . . 52
4.3 Architectural styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
4.4 Applying patterns: KWIC example . . . . . . . . . . . . . . . . . . . . . . 65
4.5 Choosing a style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Discussion questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

5 Patterns for enterprise applications 70


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
5.1 Enterprise applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
5.2 Patterns in the three layers . . . . . . . . . . . . . . . . . . . . . . . . . . . 73

1
2 CONTENTS

5.3 Concurrency problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85


Discussion questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

6 Patterns for enterprise application integration 88


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
6.1 Enterprise application integration . . . . . . . . . . . . . . . . . . . . . . . 89
6.2 Loose and tight coupling . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
6.3 Integration patterns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
6.4 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Discussion questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103

III Components and contracts 105

7 Component software 108


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
7.1 Custom-made, standard and component software . . . . . . . . . . . . . 109
7.2 The nature of components . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
7.3 Components and objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
7.4 Reuse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
7.5 UML and components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
7.6 Concepts associated with components . . . . . . . . . . . . . . . . . . . . 115
7.7 Connecting components . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
7.8 Future and current approaches . . . . . . . . . . . . . . . . . . . . . . . . 118
Discussion questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122

8 Design by contract 124


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
8.1 Contracts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
8.2 Problems with contracts . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
8.3 Polymorphism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
8.4 Inheritance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
8.5 Delegation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
8.6 Techniques for specification . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Discussion questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137

9 Service oriented architectures 138


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
9.1 Aspects of services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
9.2 Standards and technologies . . . . . . . . . . . . . . . . . . . . . . . . . . 141
9.3 Coordination of services . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
9.4 Orchestration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
9.5 Choreography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
9.6 Security and reliability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
9.7 Platforms for service-oriented architectures . . . . . . . . . . . . . . . . . 145
9.8 RESTful webservices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Discussion questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146

Bibliography 148
Block I

The activities of a software architect

3
Module 1

Introduction to software architecture

INTRODUCTION

Software architecture is the subject of this course. In this introduction, we will explain
what software architecture is. You will find out why we need software architecture
and you will see aspects of scientific research that is done on software architecture.
You will be introduced to some of the topics within the field of software architecture
that will be covered in this course: software architecture as a solution balancing the
concerns of different stakeholders, quality assurance, methods to describe and evaluate
architectures, the influence of architecture on reuse, and the life cycle of a system and its
architecture. This learning unit concludes with a comparison between the professions
of software architect and software engineer.
All aspects of software architecture that are introduced in this module will be treated
in more detail in individual modules.

LEARNING OBJECTIVES
After having studied this module you should be able to:
– describe the place of software architecture in the life cycle,
– explain the need for an architecture,
– describe the responsibilities of a software architect,
– explain the relationship between stakeholders and the architecture for a
system,
– describe the role of requirements in software architecture,
– explain the role of compromise in creating an architecture,
– explain the relationship between architecture and reuse.

6
MODULE 1. INTRODUCTION TO SOFTWARE ARCHITECTURE

1.1 What is software architecture?

1.1.1 A definition

DEFINITION 1.1 The IEEE standard 1471 defines software architecture as the fundamental organization
of a system embodied in its components, their relationships to each other and to the
environment and the principles guiding its design and evolution.

An architecture embodies information about components and their interaction, but


omits information about components that does not pertain to their interaction. Thus,
an architecture is foremost an abstraction of a system that suppresses details of compo-
nents that do not affect the use, the relations and interactions of components. Private
details of components, details that have to do solely with internal implementation and
are not externally visible, are not architectural. In short, an architecture determines
how components interact, not how they are implemented.
Every system has an architecture, but it does not follow that the architecture is known
to anyone. Perhaps the designers of the system are long gone, perhaps documentation
was never produced, and perhaps the source code has been lost.
This shows that an architecture is not the same as a description of an architecture. While
most learning units concern different aspects of architectures, one of the learning units
is explicitly dedicated to the description of architectures.

1.1.2 Architecture in the life cycle

Standard architectures
COTS software
Existing systems
Higher-level rules
Domain model

Architecture
design
Frameworks
Components
Patterns

Demands
Design

Technology
Infrastructure
Implementation

Production
Configurations

Change requests
Enhancements

Figure 1.1: System life cycle

Figure 1.1 shows the life cycle of a system, and the place of architecture in the life
cycle. Software architecture links requirements analysis with realization and it may
be explored and defined incrementally. Its existence allows to predict quality aspects
before realization. The architecture must be stable before major development starts.

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Software architecture

An architecture can help evolutionary development, when evolution is one of the re-
quirements. A software architecture may be seen as a blueprint and guideline for real-
ization.

DEFINITION 1.2 Architectural conformance is the extent to which the architecture is actually used.

Conformance may be enforced by management. For optimal conformance, an archi-


tecture should be well documented. An architecture should also state clear principles,
for instance, “no database access from the servlet layer”. Architectural conformance
should also be maintained over time.
Architectural decay is the opposite of architectural conformance over time: it is often
the case that software drifts from the original architecture through maintenance and
change operations.

1.1.3 Why do we need software architecture?

Applications are becoming larger, more integrated, and are implemented using a wide
variety of technologies. The various technologies and disciplines need to be orches-
trated to ensure product quality. Quality attributes like reliability or usability cannot
be analyzed at the code level, but they can be analyzed at the software architectural
level.
Software architecture has several functions, which we describe below.

Software architecture as a means for communication

In the first place, we need an architecture as a means for communication among stake-
holders.

DEFINITION 1.3 A stakeholder is anyone with a legitimate interest in the construction of a software
system. Stakeholders include the owner, the end users, the developers, project man-
agement, and the maintainers, amongst others. Stakeholders are representatives from
all stages of development, usage and support.

Owners, users, developers as well as maintainers, all are considered stakeholders. A


software architecture represents a common high-level abstraction of a system that can
be used by all of the system’s stakeholders as a basis for creating mutual understand-
ing, forming consensus, and communicating with each other [6].
In open source software development, the following stakeholders may be discerned:
users, contributers and committers (such as developers), owners (sometimes, a project
is owned by a company, while the resulting software is open source) and providers (for
instance businesses that contribute money to a project, or allow developers to work
during work hours on a project) [41].

Software architecture as a representation of early design decisions

A second function of software architecture is that it is a representation of early design


decisions. A software architecture is the documentation of the earliest design decisions
about a system, and these early decisions carry weight far out of proportion to their in-
dividual gravity with respect to the system’s remaining development, its deployment,
and its maintenance life. It is also the earliest point at which the system to be built can
be analyzed.

8
MODULE 1. INTRODUCTION TO SOFTWARE ARCHITECTURE

Software architecture as a basis for work-breakdown structure

Software architecture does not only prescribe the structure of the system being de-
veloped. That structure also becomes engraved in the structure of the development
project. Because the architecture includes the highest level decomposition of the sys-
tem, it is typically used as the basis for the work-breakdown structure. This dictates units
of planning, scheduling, and effectively freezes the architecture. Development groups
typically resent relinquishing responsibilities, which means that it is very difficult to
change the architecture once these units have begun their work.

Software architecture as a means to evaluate quality attributes

It is possible to decide that the appropriate architectural choices have been made (i.e.
that the system will exhibit its required quality attributes) without waiting until the
system is developed and deployed, because software architecture allows to predict sys-
tem qualities. This is further explained in the learning unit dedicated to architecture
evaluation.

Software architecture as a unit of reuse

Another function of software architecture is that it is a transferable abstraction of a


system. A software architecture constitutes a relatively small, intellectually graspable
model of the structure of a system and the way in which its components work together.
This model is transferable across systems. In particular, it can be applied to other sys-
tems exhibiting similar requirements and can promote large-scale reuse.
An example of how software architecture promotes large scale reuse is the construction
of product lines. A software product line is a family of software systems that shares a
common architecture. The product line approach is a way to gain quality and save
labor.
Another example of how software architecture promotes large scale reuse is component-
based development. Software architecture complements component-based and services-
based development.
Many software engineering methods have focused on programming as the prime ac-
tivity, with the progress measured in lines of code. Architecture-based development
often focuses on composing or assembling components that are likely to have been
developed separately, even independently, from each other.

1.1.4 Software architecture as a discipline


Software architecture has become a discipline with the article of Mary Shaw in 1989:
“Larger Scale Systems Require Higher Level Abstractions” [46]. She showed that orga-
nizing systems on the subsystem and module level is different from organizing code.
The field of software architecture has taken inspiration from other engineering domains
such as architecture and electronics. The concepts of stakeholders and concerns, anal-
ysis and validation, styles and views, standardization and reuse, best practices and
certification are all well-known in these domains. However, software is different from
products in all other engineering disciplines. Rather than delivering a final product,
delivery of software means delivering blueprints for products. Computers can be seen
as fully automatic factories that accept such blueprints and instantiate them.
The important consequence is that plans can be parameterized, applied recursively,
scaled and instantiated any number of times. There are no reproduction costs. Un-
fortunately, invisible complexity may lead to unreasonable assumptions, for instance
about flexibility.

Free Technology Academy 9


Software architecture

1.1.5 Scope and focus of architecture


Scope and focus are two dimensions of software architectures.

DEFINITION 1.4 The scope of a software architecture is the range of applications to which it pertains.
An architecture describes at least a single system or product, such as a specific version
of OpenOffice Writer. A more general scope is that of a system family. An example of a
system family is the OpenOffice software suit. This family consists of several products,
for word processing, spreadsheets, presentations, graphics, databases and more, but all
built along similar architectural lines [37]. The scope may be that of an organization as
a whole, of a domain, or the scope may be generic.
An example of a domain architecture is a compiler. A compiler generally consists of
several basic elements (the front end, back end, symbol table and such), that behave
in a well known way and are interconnected in a regular fashion. Someone design-
ing a compiler would not start from scratch, but would begin with this basic domain
architecture in mind when defining the software architecture of a new compiler.
Another aspect in which architectures differ is their focus:
– An application architecture is a blueprint for individual applications, their interac-
tions, and their relationships to the business processes of the organization. It is
built on top of the IT architecture.
– Information architecture is concerned with logical and physical data assets and data
management resources.
– An IT architecture defines the hardware and software building blocks that make
up the overall information system of the organization. The business architecture
is mapped to the IT architecture. The purpose of an IT architecture is to enable
the organization to manage its IT investment in a way that meets its needs. It in-
cludes hardware and software infrastructure including database and middleware
technologies.
– The business architecture defines the business strategy, governance, organization,
and key business processes within an organization. The field of business process
reengineering (BPR) focuses on the analysis and the design of business processes,
not necessarily represented in an IT system.

1.2 Topics in software architecture

Topics within the field of software architecture are:


– Definition of the solution structure. The solution structure is defined using con-
cepts such as components and connectors, contracts, frameworks, and services.
– Quality assurance, in relation to stakeholders and their concerns. A rationale
explains how a certain decision is related to concerns of stakeholders. You can
use analysis, validation or assessment.
– Describing architectures. Concepts used are viewpoints, models and views. You
can use languages, notations and visualization.
– Architecture and reuse. Concepts are reusable architectures, architectural styles
and patterns. Specification and connection of components, standardization, com-
ponents, product lines, redesign of legacy systems and service-oriented architec-
tures all are related to reuse.
– Architecture in the life cycle of a system: there is need for a methodology for
maintenance and evolution of the architecture.
We will introduce these topics in this learning unit; you will read about them in more
detail in following learning units.

10
MODULE 1. INTRODUCTION TO SOFTWARE ARCHITECTURE

1.2.1 Stakeholders and their concerns


Examples of stakeholders are owners, end users, developers, the developer’s organiza-
tion, and those who maintain the system. An architecture must balance the concerns of
the different stakeholders.
All stakeholders have their own concerns. Users, for example, want a certain behavior
at runtime, performing well on a particular piece of hardware. Developers may want
to gain experience in a certain programming language, or in a modeling technique.

DEFINITION 1.5 A concern is an interest related to the development, operation, use or evolution of a
system. A concern may be related to functionality, quality areas, costs, technology,
and so forth.
Examples of concerns are providing a certain behavior at runtime, performing well
on a particular piece of hardware, being easy to customize, achieving a short time to
release, or gainfully employing programmers who have a particular specialty.
Concerns are very important: it is costly or impossible to repair or ignore them. Con-
cerns may be contradictory. Speed, flexibility or reliability for instance, may ask for
different solutions. Therefore it is important to prioritize.
The traden offs between performance and security, between maintainability and reli-
ability, between the cost of initial development and the cost of future developments,
are all manifested in the architecture. The system’s behavior on these quality issues is
the result of structural trade-offs made by the developers, and is traditionally undocu-
mented!
Architects must identify and actively engage the stakeholders to solicit their needs and
expectations. Without such active engagement, the stakeholders will, at some point,
explain to the architects why a proposed architecture is unacceptable, thus delaying
the project. Early engagement allows architects to understand the constraints of the
task, to manage expectations, and to negotiate priorities.
The architect must understand the nature, source, and priority of these constraints.
This places the architect in a better position to make trade-offs when conflicts among
competing constraints arise, as they inevitably will.
The architect needs more than just technical skills. Stakeholders will have to be in-
formed on a continuing basis why priorities have been chosen, and why some expecta-
tions cannot be met. Diplomacy, negotiation, and communications skills are essential.

1.2.2 The QUINT/ISO 9126 quality framework

DEFINITION 1.6 A quality framework establishes a terminology for quality attributes (as a common lan-
guage for negotiation with and among stakeholders) and establishes measures for the
attributes.

Figure 1.2 presents the properties that are used as parameters of quality. Quality must
be considered at all phases of design, implementation, and deployment, but different
qualities manifest themselves differently during these phases. For instance, many as-
pects of usability are not architectural: making the user interface clear and easy to use
is primarily a matter of getting the details correct (radio button or check box?). These
details matter tremendously to the end user, but they are not always architectural.
The quality properties that are important in the requirements are assessed from the de-
scription of an architecture. When analysis of the description shows that the desired
properties will not be fulfilled, improvements to the architecture are needed. Proper-
ties can not always be automatically analyzed, or even analyzed at all or at this early

Free Technology Academy 11


Software architecture

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Figure 1.2: Parameters of quality

stage of system design. Therefore, reviews of experts are also an important method for
quality assurance.
Techniques for quality assurance are: applying specific measures to design, technology,
process and so on, building architectural prototypes, reviews by experts, assessment
methods and methods for automatic analysis (which require suitable models and de-
scriptions).

1.2.3 Describing architectures

Quality assessment of architectural decisions requires descriptions of architectures. An


important concept in architecture description is the notion of viewpoints. Different
stakeholders require descriptions of the architecture from different viewpoints: devel-
opers, maintainers, end-users, project managers, service engineers, auditors or other
architects are interested in different aspects of the architecture. Several reference mod-
els for architectural descriptions using different viewpoints exist, such as the 4+1 model
of Kruchten [27], the viewtypes of Clements and others [12] or the viewpoints and per-
spectives of Rozanski and Woods [43].
Architectures are described using several languages. Natural languages and the Uni-
fied Modeling Language (UML) [35] are often used, as are pictures without a formal
basis. More formal notations are also used: Module Interconnection Languages (MILs)
and Architecture Description Languages (ADLs). These are names for classes of lan-
guages. Some of these languages are treated in the learning unit on describing and
evaluating architectures.
An architecture can be characterized as a set of models. We build models of complex
systems because we cannot comprehend such a system in its entirety: a model is a
simplification of reality. We build models to understand the system we are building.

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MODULE 1. INTRODUCTION TO SOFTWARE ARCHITECTURE

Models can be used for visualization, specification, as a template for construction, or for
documenting decisions. Every model can be expressed at different levels of precision.
A view is a projection of a model, omitting entities that are irrelevant from a certain
perspective or vantage point. Each viewpoint may define one or more views. No single
model suffices. Systems are best approached through a small set of nearly independent
models with multiple views.
– Views belonging to the functional viewpoint describe the system’s runtime func-
tional elements and their responsibilities, interfaces, and primary interactions.
The functional view of a system defines the architectural elements that deliver the
system’s functionality. These views document the system’s functional structure-
including the key functional elements, their responsibilities, the interfaces they
expose, and the interactions between them. Diagrams used in these views model
elements, connectors, interfaces, responsibilities and interactions, for instance us-
ing UML component diagrams.
– Views belonging to the information viewpoint describe the way that the architec-
ture stores, manipulates, manages, and distributes information. This viewpoint
concerns both the information structure and the information flow. Diagrams for
these views are for instance DFD’s (Data Flow Diagrams), UML Class diagrams,
ER (entity-relation) diagrams, and so on.
– Views belonging to the concurrency viewpoint describe the concurrency structure
of the system, mapping functional elements to concurrency units to clearly iden-
tify the parts of the system that can execute concurrently, and shows how this
is coordinated and controlled. This viewpoint is concerned with the system’s
concurrency and state-related structure and constraints. Diagrams which can be
used for these views are for instance UML state diagrams or UML component
diagrams.
– Views belonging to the development viewpoint describe the architecture that sup-
ports the software development process. Aspects are module organization, stan-
dardization of design and testing, instrumentation, code structure, dependencies,
configuration management. Diagrams for these views are for instance UML com-
ponent diagrams with packages.
– Views belong to the deployment viewpoint describe the environment into which
the system will be deployed, including the dependencies the system has on its
runtime environment. Aspects in this viewpoint are specifications of required
hardware, of required software, or network requirements. Diagrams for these
views are UML deployment diagrams.
– Views belonging to the operational viewpoint describe how the system will be oper-
ated, administered, and supported when it is running in its production environ-
ment. Aspects in this viewpoint are installation and upgrade, functional migra-
tion, data migration, monitoring and control, backup, configuration management
and so on.
Depending on the nature of the system, some views may be more important than oth-
ers. In data-intensive systems, views addressing the information viewpoint will domi-
nate. In systems which will have many short release cycles, the deployment viewpoint
and the views belonging to it will be important. In real time systems, the concurrency
viewpoint will be important.
The choice of what viewpoints to use has a profound influence on how a problem
is attacked and a solution is shaped. The viewpoints you choose greatly affect your
world view. If you build a system through the eyes of a database developer, you will
likely focus on entity-relationship models. If you build a system through the eyes of a
structured analyst, you will likely end up with models that are algorithm-centric, with
data flowing from process to process. If you build a system through the eyes of an
object-oriented developer, you will end up with a system with an architecture centered

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Software architecture

around classes and their interactions. Each world view leads to a different kind of
system, with different costs and benefits.

1.2.4 Architecture and reuse


Architectures are reusable artifacts. Reuse comes in different forms. Architectural pat-
terns and styles may be reused. Frameworks with infrastructural support are another
way of reuse. An example of a framework is the Struts framework for web applications
using the Model-view-controller pattern [4].
To enable reuse, architecture standards are needed, with clear “component” roles. These
standards may be aimed at a specific domain, or at a specific technology.

Product lines

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Figure 1.3: Toward product lines within the automotive industry

Product lines form an example of reuse-driven development. Figure 1.3 shows the num-
ber of product variants from left to right, and the number of sales per variant from be-
low to above. It shows how the production of individual cars using traditional crafts-
manship (Bugatti) has evolved to mass production of a single model (T-Ford), and later
to mass production and mass customization, which makes it possible to produce multi-
ple models in great quantities. Mass customization in the automotive industry is what
product lines are in the software industry.

DEFINITION 1.7 A software product line (SPL) is a set of software-intensive systems that share a com-
mon, managed set of functional modules and non-functional features satisfying the
specific needs of a particular market segment or mission and that are developed from
a common set of core assets in a prescribed way [11].
In other words, a software product line is a family of similar systems. The commonality
of the systems is called the commonality; the variations are called the variability. Require-
ments for products within a product line are modeled in a feature model (where feature
stands for a requirement from a user’s perspective), which makes it possible to discern
common features for all products within the product line, and features that vary among
different products.
Common components or a framework offer the common features; application-specific
extensions offer the variability. Domain engineering addresses the systematic creation

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MODULE 1. INTRODUCTION TO SOFTWARE ARCHITECTURE

of domain models and architectures, leading to common components or frameworks.


Application engineering uses the models and architectures (and the common compo-
nents and frameworks) to build systems.
In the words of the Carnegie Mellon Software Engineering Institute (SEI) [11]:

What is a Software Product Line?


A software product line (SPL) is a set of software-intensive systems that
share a common, managed set of features satisfying the specific needs of a
particular market segment or mission and that are developed from a com-
mon set of core assets in a prescribed way.

Why are Software Product Lines Important?


Software product lines are rapidly emerging as a viable and important soft-
ware development paradigm allowing companies to realize order-of-mag-
nitude improvements in time to market, cost, productivity, quality. Soft-
ware product line engineering can also enable rapid market entry and flex-
ible response, and provide a capability for mass customization.

Reverse engineering

Development often involves legacy systems that need to be reused, and sometimes
reorganized.

DEFINITION 1.8 A legacy system is an existing computer system or application program which contin-
ues to be used because the user (typically an organization) does not want to replace
or redesign it.
When we deal with a legacy system we rarely have up-to-date documentation. The
architecture models often need to be recovered, the data types transformed and the
source code refactored.

DEFINITION 1.9 The process of recovering the architecture of a legacy system is called reverse engineer-
ing.
Reverse engineering is a process of examination; the software system under considera-
tion is not modified. Doing the latter would make it re-engineering.
Refactoring means modifying source code without changing its external behavior. Refac-
toring does not fix bugs or add new functionality. The goal of refactoring is to improve
the understandability of the code, change its structure and design, remove dead code,
or make it easier to maintain the code in the future.
An example of a trivial refactoring is changing a variable name into one conveying
more information, such as from a single character ’i’ to ’interestRate’. A more complex
refactoring is to turn code within an if-block into a subroutine.
Reverse engineering is based on either human cognition or on technical approaches.
– Cognitive strategies are based on how humans understand software. A human
might take a top-down approach to understanding software (start at the high-
est level of abstraction and recursively fill in understanding of the subparts), a
bottom-up approach (start by understanding the lowest-level components and
how these work together), a model-based approach (if the investigator already
has a mental model of how the system works and tries to deepen the under-
standing of certain areas), or an opportunistic approach (some combination of
these approaches).

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Software architecture

– Technical approaches center on extracting information from the system’s artifacts,


including source code, comments, user documentation, executable models, sys-
tem descriptions, and so forth. Successful techniques of reverse engineering are
extracting cross-reference information using compiler technology, data flow anal-
ysis, profiling to determine execution behavior, natural language analysis, and
architectural-level pattern matching on the source code.

1.3 The architect versus the engineer


Software architecture is a separate domain that requires professionals: software ar-
chitects. Compared with the work of an engineer, who analyzes the precise require-
ments of a system, develops a detailed solution, and ensures proper implementation
and working of a system or a part of a system, a software architect creates a vision (an
architecture), manages stakeholders’ expectations and maintains the vision.

DISCUSSION QUESTIONS

1. Discuss the role of software architecture in open source development.


2. Do all stakeholder concerns carry equal weight? If not, what criteria exist for
arbitrating among them?
3. Where does the analogy between software architecture and building architecture
break down?
4. Discuss the role of software architecture with respect to agile methods such as
Extreme Programming.
5. Figure 1.4 shows the overview of the software architecture of the OpenOffice suit
architecture [37], as it is shown in the documentation. Discuss to which view-
point(s) this view belongs.

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MODULE 1. INTRODUCTION TO SOFTWARE ARCHITECTURE

Figure 1.4: Architecture Overview

Free Technology Academy 17


Module 2

Requirements engineering

INTRODUCTION

Choosing the software architecture for a system is the first step toward a system that
fulfills the requirements. Software requirements, therefore, are important to the field of
software architecture. Software requirements engineering is needed to understand and
define what problem needs to be solved. We need to discover, understand, formulate,
analyze and agree on what problem should be solved, why such a problem need to be
solved, and who should be involved in the responsibility of solving that problem [28].
In this module, we will discuss the concepts of stakeholder and concern, which are
both important with respect to requirements. We will discuss the different types of
requirements, and show a way to categorize them. We will show you different ways
to elicit requirements from stakeholders, ways to specify them, and ways to validate
them. Use cases are often used for specification of software requirements; we will
discuss them in more detail. We will also introduce tactics as a strategy to meet quality
requirements.

LEARNING OBJECTIVES
After having studied this module you should be able to:
– explain the notions of stakeholder and concerns,
– summarize the different types of requirements,
– state the steps to be taken in the requirements engineering process,
– describe how use cases can be used for specifying functional
requirements,
– describe why concerns have to be prioritized,
– describe the relationship between tactics and requirements.

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MODULE 2. REQUIREMENTS ENGINEERING

2.1 Important concepts

2.1.1 Stakeholders and concerns

The notions of stakeholder and concern are defined in definitions 1.3 and 1.5.
Examples of stakeholders are:
– Acquirers are those who decide which system to use,
– Assessors are those who check whether a given system conforms to needs or
constraints,
– Communicators are responsible for training and documentation
– Developers develop the system,
– Contributers develop or write documentation,
– Committers take decisions in the development process,
– Maintainers fix bugs and evolve the system,
– Suppliers provide components,
– Supporters provide help to users,
– System administrators keep the system running, administer users, and configure
the system,
– Testers test (parts of) the system,
– Users use it.
In many cases, it is useful to split some of those groups. Users of a content management
system for instance, may be divided in users who enter content, and users who only
consume content.
The concerns of different stakeholders are often mutually incompatible. Examples of
such incompatible concerns are performance versus security or modifiability versus
low cost. Concerns of the developer are not the same as those of the user or the acquirer.
The developer might be interested in using new techniques and experimenting, while
the user may want a product which is stable, and the acquirer wants a product which
can easily be adapted or configurated. This means that the architecture of a system
is usually a compromise or trade-off among incompatible concerns. It is important to
document and explicitly prioritize concerns. An architecture is the earliest artifact that
allows the priorities among competing concerns to be analyzed.
Standard architectures and architectural patterns have well known effects on the qual-
ity attributes of a system. This makes it possible to reason about the effect of the chosen
architecture on the qualities of the system that are requested by the different stakehold-
ers. Therefore, architectural decisions can be analyzed at an early stage (before design
starts), to determine their impact on the quality attributes of the system. It is worth do-
ing this analysis because it is virtually impossible to change the architecture at a later
stage of development.

2.1.2 Software requirements

According to the IEEE Standard Glossary of Software Engineering Terminology [49],


the definition of a software requirement is:

DEFINITION 2.1 A software requirement is a condition or capacity needed by a user to solve a problem
or achieve an objective.
Requirements come in three types: functional, non-functional and constraints:
– Functional requirements present what the system should do. The rules of an online
game are examples of functional requirements.

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Software architecture

– Non-functional requirements specify with what quality the system should work. A
possible non-functional requirement for an online game is that the game should
provide an interface that is easy to understand, or that the response on an action
of the user should be given within less than a certain maximum time.
– Constraints show the limits within which the system should be realized. For an
online game, a constraint could be that it should work with both Firefox and
Internet Explorer, without the need for a plugin.
We will discuss these different types of requirements further on in this module.

2.1.3 Requirements engineering

Requirements engineering is a cyclic process involving [28]:


– Domain understanding and elicitation;
– Evaluation and negotiation;
– Specification and documentation;
– Quality assurance: validation and verification.
A technique for requirements engineering as a whole is the KAOS method [28]. The
KAOS method offers techniques to model a systems requirement in the form of goals,
conceptual objects, agents, operations, behavior, and the relations between those enti-
ties.

DEFINITION 2.2 Domain understanding means: acquiring a good understanding of the domain in which
the problem is rooted, and what the roots of the problem are. [28].

The following aspects are important for domain understanding:


– The organization within which the current system (which may already be sup-
ported by software or not) takes place (if applicable): its structure, objective and
so on;
– The scope of the current system;
– The set of stakeholders to be involved;
– The strength and weaknesses of the current system.

DEFINITION 2.3 Requirements elicitation means: the activity of discovering candidate requirements and
assumptions that will shape the system-to-be, based on the weaknesses of the current
system as they emerge from domain understanding. [28].

Techniques for requirements elicitation are:


– Asking: interview, (structured) brainstorm, questionnaire,
– Scenario-based analysis: ‘think aloud’, use case analysis, storyboards,
– Ethnography: active observation,
– Form and document analysis,
– Knowledge reuse: reuse requirements from similar systems,
– Start from an existing system,
– Prototyping and mock-ups,
– Following your own insight.
None of these techniques guarantees ‘correct’ requirements. Actually, it is impossible
to formulate what correct requirements mean. It is generally advisable to use more
than one technique.
In open source projects, requirements are often gathered ‘on-the-fly’ by releasing a
working product, establish a user community, and involving that user community by

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MODULE 2. REQUIREMENTS ENGINEERING

offering a means to ask for new features, report bugs, and comment on the offered
software product.

DEFINITION 2.4 Requirements evaluation means: making informed decisions about issues raised during
the elicitation process. [28].
Negotiation may be required in order to reach a consensus.
– Conflicting concerns must be identified and resolved.
– The risks associated with the system must be assessed and resolved.
– Alternative options must be compared.
– Requirements must be prioritized.

DEFINITION 2.5 Requirements specification means: rigorous modeling of requirements, to provide for-
mal definitions for various aspects of the system ([30]).
A requirements specification document should be:
– as precise as possible: it is the starting point for architecture and design,
– as readable as possible: it should be understandable for the user.
Preferred properties of a requirements specification are that the specification is correct,
unambiguous, complete, consistent, ranked for importance, verifiable, modifiable and
traceable.
Among the techniques for requirements specification are Entity-Relationship (E-R) mod-
eling, the Structured Analysis and Design Technique (SADT), Finite State Machines,
use cases and UML.
– E-R modeling is a semantic data modeling technique, developed as an extension
to the relational database model (to compensate for its absence of typing and
inadequate modeling of relations), not unlike the UML class diagram.
– SADT has been developed in the late 1970s by Ross [42]. It is based on a data-
flow model that views the system as a set of interacting activities. As notation
it uses rectangles representing system activity, with four arrows. An arrow from
the left signifies input, an arrow to the right signifies output, an arrow from above
signifies control or database, and an arrow from below signifies a mechanism or
algorithm.
– Finite state machines show states and transitions, with guards and actions. A finite
state machine models the different states the system can be in, where a state is
characterized by the actions that are enabled. Finite state machine modeling is
part of UML as state diagrams.
– UML incorporates class models, state diagrams and use cases — but not data
flow (data flow diagrams mix static and dynamic information, and are replaced
by activity and collaboration diagrams). Use cases will be treated in more detail
below.

DEFINITION 2.6 Requirements validation is concerned with checking the requirements document for
consistency, completeness and accuracy ([26]).
Requirements should be validated with stakeholders in order to pinpoint inadequacies
with respect to actual needs. [28]
Requirements verification is something else: a mathematical analysis, possibly automated,
of formal specifications for consistency. Verification only checks consistency; complete-
ness or accuracy cannot be checked with mathematical analysis. You need user inter-
action to validate requirements: the requirements document may not reflect the real
requirements.
Among the techniques for requirements validation are:

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Software architecture

– Reviews (walkthroughs, reading, checklists, discussion),


– Prototyping (the process of constructing and evaluating working models of a sys-
tem to learn about certain aspects of the required system and/or its potential so-
lution.).
– Animation (the ability to depict graphically the dynamic behavior of a system by
interactively walking through specification fragments to follow some scenario [10]).

2.2 Use cases

Use cases form a technique for specifying functional requirements: use cases are helpful
to specify what the system should do. A use case captures a contract with the stake-
holders of a system about its behavior. A use case describes the system’s behavior
under various conditions, as the system responds to a request from one of the stake-
holders, called the primary actor. Use cases are fundamentally a description of usage
scenarios in textual form.
An example of a use case is the following:

Use case:
Withdraw cash from ATM
Level:
User goal
Primary actor:
Account holder
Description:
Customer enters ATM card
ATM
reads the bank ID,
account number,
encrypted PIN from the card,
validates the bank ID and account number
with the main banking system
Customer enters PIN.
ATM validates it against the encrypted PIN from the card.
Customer selects ‘Withdraw cash’ and withdrawal amount
ATM notifies main banking system of customer account and amount,
and receives bank acknowledgment
ATM delivers cash, card, and a receipt
ATM logs the transaction

As you can see, the basic format for a use case is the following:

Use case:
<use case goal>
Level:
<one of: summary level, user-goal level, subfunction>
Primary actor:
<a role name for the actor who initiates the use case>
Description:
<the steps of the main success scenario
from trigger to goal delivery and any cleanup after>

Several use cases may be combined in a use case diagram. Figure 2.1 shows an example.
The line drawn between an actor and a use case is an association: the participation of

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MODULE 2. REQUIREMENTS ENGINEERING

ATM

Withdraw
cash

Customer Check Main banking


balance system

Figure 2.1: Use cases for an ATM

an actor in a use case. Instances of the actor and instances of the use case communicate
with each other. This is the only relationship between actors and use cases.
An actor can be thought of as a role. In Figure 2.1 we see two actors: the customer
and the main banking system. Both actors are associated with two use cases: withdraw
cash and check balance.

Handle claim

<<include>> <<extend>>

Assign claim Register loss

<<include>>

Find policy
holder

Figure 2.2: Different levels in use cases

Use cases can be described at different levels:


– A use case of summary level involves multiple user goals, shows the context of
user goals, the life-cycle of user goals, or a table-of-contents. An example is a use
case such as Handle an insurance claim (see Figure 2.2).
– A use case of user goal level shows the goal a primary actor has in trying to get
work done. An example of a use case on the use level is Register a loss.
– A subfunction is a step needed to carry out a user goal. An example is Find policy
holder’s file.
In Figure 2.2 we see three annotations on the relationships between the different levels.
These are:
– An extend relationship from a use case A to a use case B indicates that an instance
of use case B may be augmented (subject to specific conditions specified in the
extension) by the behavior specified by A. The behavior is inserted at the location
defined by the extension point in B, which is referenced by the extend relation-
ship.
– A generalization from a use case C to a use case D indicates that C is a specializa-
tion of D.

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Software architecture

– An include relationship from a use case E to a use case F indicates that an instance
of the use case E will also contain the behavior as specified by F. The behavior is
included at the location which defined in E. (see [33]).
Some advice on how to write use cases:
– A use case is a prose essay. Make the use cases easy to read using active voice,
present tense, describing an actor successfully achieving a goal.
– Include sub-use cases where appropriate.
– Do not assume or describe specifics of the user interface.
– An actor is not the same as an organizational role: an actor is a person, organi-
zation, or external system that plays a role in one or more interactions with the
system.
– Use UML use case diagrams to visualize relations between actors and use cases
or among use cases. Use text to specify use cases themselves!
– It is hard, and important, to keep track of the various use cases.

2.3 Three types of requirements

2.3.1 Functional requirements


Pitfalls with respect to functional requirements are [29]:
– Having an undefined or inconsistent system boundary. The system boundary de-
fines the scope of the system: what does and what does not belong to the system.
The system boundary, therefore, determines which problems the system should
solve (and which problems belong to the world outside the system). Within the
system, the boundary between the responsibilities of the software and of actors
within the system should be clear.
– Describing use cases from the point of view of the system instead of describing
them from the actor: the correct point of view is that from the actor.
– Using inconsistent actor names: actors names should be consistent throughout.
– Creating spiderwebs of actor-to-use case relations: relations between actors and
use cases should be clear.
– Writing long, excessive, or confusing use case specifications, incomprehensible
to the stakeholders: use case descriptions should be clearly understandable (and
understood) by the stakeholders.
Beware of:
– A ‘shopping cart’ mentality. Stakeholders often have the tendency to treat re-
quirements as items that can be put into a shopping cart. You should always
make clear that every requirement comes at a price.
– The ‘all requirements are equal’ fallacy: architectural requirements must be pri-
oritized to indicate to the architect, or anyone else, which requirements are most
important to the finished system. No design trade-offs can be made if all require-
ments are assigned the same priority.
– Stakeholders who will not read use case descriptions because they find them too
technical or too complicated. It is important to assure that your stakeholders
understand the value of taking time to understand the descriptions.

2.3.2 Quality requirements


Quality requirements are the main category of non-functional requirements. Quality
requirements are important parameters for defining or assessing an architecture. For
example, the architecture of a safety critical system will differ from the architecture
of a computer game. Quality requirements may be specified using a software quality

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MODULE 2. REQUIREMENTS ENGINEERING

model. A software quality model serves as a discussion framework, a scheme for users
and developers to talk about different kinds of quality, to prioritize different kinds of
quality, and to check the completeness of quality requirements.

ISO 9126 quality model


ISO 9126 [25] is the international standard quality model. The model classifies software
quality in a structured set of factors:
– Functionality
– Reliability
– Usability
– Efficiency
– Maintainability
– Portability
Every factor is divided into a set of sub-characteristics. For example,

Maintainability =
{Stability, Analyzability, Changeability, Testability}

Every sub-characteristic is divided into a set of attributes, an entity which can be mea-
sured or verified. The attributes are not defined in the standard quality mode.

Quint2 quality model

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Figure 2.3: Parameters of quality

Quint2 (Quality in Information Technology) is a Dutch framework for software quality,


extending ISO 9126 [45]. It has been introduced in the previous learning unit: see
Figure 2.3. It adds new sub-characteristics, for example:

Free Technology Academy 25


Software architecture

Maintainability =
ISO9126.Maintainability + {Manageability, Reusability}

It also adds attributes to ISO 9126: e.g. Reusability has the attributes Ratio-reused-parts
and Ratio-reusable-parts, where a part is a module, a component or a sub-system. It
also provides metrics to measure quality; Ratio-reused-parts, for example, is measured
as the size of the reused parts divided by the size of the entire software product.
When using Quint2 as a software quality model, keep in mind that not all 32 qual-
ity attributes are equally important. A requirements engineer should prioritize the
requirements.
Quality requirements should be measurable. For example, the requirement ‘The system
should perform well’ is not measurable, but the requirement ‘The response time in
interactive use is less than 200 ms’ is measurable.

Change scenarios

Some quality requirements do not concern functionality but other aspects of the sys-
tem. These quality requirements are mainly attributes from the Maintainability and
Portability group, such as Changeability and Adaptability. These requirements cannot
be linked to use cases.
Such quality requirements should be linked to specific change scenarios. By doing
that, you avoid being vague. For instance, instead of writing ‘The system should be
very portable’, you should write ‘The software can be installed on the Windows, Mac,
and Unix platforms without changing the source code’. Instead of writing ‘The system
should be changeable’, you should write ‘Functionality that makes it possible for users
to transfer money from savings to checking account can be added to the ATM within
one month’.

2.3.3 Constraints
Although functional and quality requirements specify the goal, constraints limit the
(architectural) solution space. Stakeholders should therefore not only specify require-
ments, but also constraints.
Possible constraint categories are the following:
– Technical constraints, such as platform, reuse of existing systems and compo-
nents, use of standards;
– Financial constraints, such as budgets;
– Organizational constraints, such as processes, skill (or lack of skill) of employees,
formal rules and policies;
– Time constraints, such as deadlines.

2.4 Summary requirements engineering


Summarizing: requirements engineering is a cyclic process involving domain under-
standing and requirements elicitation, evaluation and negotiation, requirements spec-
ification documentation, and quality assurance through requirements validation and
verification. Use cases can be used to describe interaction between actors and the sys-
tem. Quint2 can be used to describe the quality requirements linked to usage scenarios
(use cases) or change scenarios.
Results of requirements engineering which are necessary for a software architect are
descriptions of:
– the scope,

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MODULE 2. REQUIREMENTS ENGINEERING

– stakeholders, concerns and their relations,


– functional requirements,
– quality requirements,
– prioritization of requirements,
– constraints.

2.5 Tactics

Once determined, the quality requirements provide guidance for architectural deci-
sions. An architectural decision that influences the qualities of the product is some-
times called a tactic [5]. Mutually connected tactics are bundled together into architec-
tural patterns: schemes for the structural organization of entire systems. We will discuss
patterns in detail in the learning unit about patterns.
As an example of tactics, we show some tactics to achieve recoverability (a subcharac-
teristic of the Reliability factor in ISO 9126):
– Voting between processes running on redundant processors. This tactic detects
only processor faults; not algorithmic errors.
– In a hot restart, only a few processes will experience state loss. In a “cold” restart,
the entire system looses state, and is completely reloaded. In a hot restart model,
the application saves state information about the current activity of the system.
The information is given to the standby component so it is ready to take over
quickly. There may be redundant standby components, that respond in parallel.
The first response is used, the others are discarded.
– Passive redundancy means switching to a standby backup on failure. This tactic is
often used in databases.
– Rollback: a consistent state is recorded in response to specific events, which makes
it possible to go back to the recorded state in case of an error. This is often used
in databases, or with software installation.
Some tactics for changeability (a subcharacteristic of Maintainability) are:
– Maintaining semantic coherence: high cohesion within every module, loose cou-
pling to other modules;
– Hiding information. Provide public responsibilities through specified interfaces
that are maintained when the program evolves.
– Using an intermediary. For example, a data repository uncouples producer and
consumer; design patterns such as Facade, Mediator, and Proxy translate syntax.
Brokers hide identity.

DISCUSSION QUESTIONS

1. Buildability is defined as the ease of constructing a desired system in a timely


manner. Possible tactics are decomposition into modules with minimal coupling
and assignment of modules to parallel development teams. This results in min-
imization of construction cost and time. Where in ISO9126/Quint2 would you
locate this quality?

2. Where in ISO9126/Quint2 would you locate Scalability?

3. Can you think of other important qualities that are not explicitly mentioned in
these models?

4. What tactics would you advocate to promote the Security sub-characteristic?

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5. What tactics would you advocate to promote the Fault-tolerance sub-characteristic?


6. What tactics would you advocate to promote the Availability sub-characteristic?

28
Module 3

Description and evaluation

INTRODUCTION

During the phase of the design of the architecture, the focus is, for the first time in the
development process, on the proposed solution rather than on the problem domain.
The description of the architecture lays the foundation for design, by formulating rules
and principles that the design should adhere to.

Architecture, which is the prudent partitioning of a whole into parts, with specific re-
lations among the parts, is what allows a group of people - separated by organiza-
tional, geographical or temporal boundaries - to work cooperatively and productively
together to solve a much larger problem than any of them would be capable of individ-
ually. Each part can be built fairly independent of the other parts. Architecture is what
makes the set of parts work together as a successful whole. Architecture documenta-
tion is what tells developers how to achieve this.

Architecture involves making engineering choices that determine quality attributes.


Individual goals with respect to quality are attended by specific tactics. An example of
a tactic for a specific goal is: for high performance, decompose the system into coop-
erating processes and pay attention to the volume of interprocess communication and
the frequency of data access. Another example is: for security, pay attention to authen-
tication and authorization checks, to communication restrictions, and to vulnerability
to external intrusions.

The design of the architecture should balance the concerns of many different stake-
holders. Therefore, there will be no single ’best’ solution. Stakeholders concerns may
be contradictory, for instance, and a solution that answers one demand may conflict
with other demands. These choices, and their purpose, are recorded in the architecture
documentation. The documentation offers the means for an early validation: the cus-
tomers get an early chance to answer the question whether the proposed system really
is what they want, to solve their problem.

One of the purposes of the description of an architecture is to be able to evaluate the


architecture: is the chosen architecture the right one? In general, this is not an easy
question to answer. In this module, we show you different methods for describing and
evaluating architectures.

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MODULE 3. DESCRIPTION AND EVALUATION

LEARNING OBJECTIVES
After having studied this module you should be able to:
– summarize the contents of the IEEE 1471 standard,
– explain what a viewpoint is,
– give examples of viewpoints,
– explain what a view is, and its relationship with a viewpoint,
– explain what an architectural description language is,
– describe several approaches to describe architectures,
– describe several approaches to evaluate architectures,
– explain which steps should be carried out evaluating an architecture
using the ATAM.

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3.1 Describing architectures


Architecture documentation must serve many purposes. It will be used as a blueprint
for construction, as a primary vehicle for communication among stakeholders, it will
be used for educational purposes, to introduce people to the system, and it may be
used as the basis for an evaluation.
In this section, we give some basic guidelines for architecture description, introduce
the concept of different views and viewpoints, describe a standard and several frame-
works for architectural description. In the next section we will discuss a number of
architecture description languages.

3.1.1 Basic guidelines


– Write documentation from the reader’s point of view: documents that are opti-
mized for the convenience of the writer instead of for the efficiency for the reader,
will not be read. Keep in mind that an architecture document is written once, but
(if useful) read many times. To write from the reader’s point of view, it is impor-
tant to know who the intended audience is, and to know what they need or want
to know from the document.
– Avoid almost-alike repetition. Repetitions are tedious to read, and the reader will
wonder if the differences are intentional, and if so, what they signify.
– Also, avoid ambiguity (by which we mean that there are multiple possible inter-
pretations, of which at least one is incorrect). This is an important issue, because
ambiguity might lead to the wrong system being built.
– Explain the notations you use: boxes and arrows can be used to mean almost
anything. A diagram with boxes and arrows without an explanation of what
they stand for will therefore be ambiguous.
– Avoid an idiosyncratic organization, which will hinder the reader in navigating
the document. Conform to standards if they are available.
– Explain every decision, by including a rationale. Include rejected alternatives,
with a rationale. They may be of use later, for instance when decisions come
under scrutiny because of new requirements.
– Do not allow your documentation to get out of date. The only exception is for
temporary decisions during development.

3.1.2 Inspiration for architecture as a discipline


As the name implies, software architecture takes its inspiration from other engineering
disciplines, like construction. The idea of a description of an architecture is that of a
blueprint describing the architecture of a building, before the actual building begins.
From electronics, software architecture has taken the idea of standard components and
interfaces, and their symbolic representation in circuit diagrams. However, there is
the question whether industry standards for storing and representing information are
possible.
Note, however, that it took Italian Renaissance 150 years to find a way to draw 3D
perspective (see Figure 3.1): what can be the case is that we also need a bit of time
before we will be able to represent all relevant concepts of a higher abstraction level.

3.1.3 Concerns and views


Figure 3.2 shows three different views of a car (for the attentive reader: the descrip-
tions are not of the same car), for different audiences. In the same way, a software
architecture is described using different views.

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MODULE 3. DESCRIPTION AND EVALUATION

Figure 3.1: A church in 3D

A software architecture is a complex entity, that cannot be described in a simple one-


dimensional fashion. There is no single rendition that is the ’right’ one. All the views
together convey the architecture. It depends on your goals which views are relevant:
different views appeal to different stakeholders’ concerns, and expose different quality
attributes.
The essence of architecture is the suppression of information not necessary to the task
at hand, and it is fitting that the very nature of architecture is that it never presents its
whole self to us, but only a facet or two at a time. This is its strength: each view char-
acterizes certain aspects of the system while ignoring or deemphasizing other aspects,
all in the interest of making the problem at hand tractable.

3.1.4 Standards and frameworks for description

IEEE standard 1471

The IEEE Computer Society has developed the IEEE Standard 1471-2000 [50], called
the Recommended Practice for Architectural Description of Software-Intensive Systems, first
published in October 2000. The IEEE 1471 is a recommended practice. An organization
using the standard must decide how to employ IEEE 1471.
The standard applies to architectural description: architectural descriptions may conform
to the standard, but systems, projects, processes or organizations cannot. The standard
tells you how to describe an architecture, and is not a standard architecture, standard
architectural process, or method.
The recommended practice offers a model of architectural descriptions in their context.
It is written in terms of ‘shall’, ‘should’, and ‘may’, and is based on consensus. It applies

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Peugeot 307, 5 doors XS 1.6-16V Automatic


Weight: 1204 kg
Max power/rpm: 110pk (80kW)/5800
Max torque/rpm.: 147Nm/3900
Top speed: 184 km/h

Figure 3.2: Three views of a car

to systems where software plays a major role. It only focuses on the organization of the
descriptions; not on the systems themselves, or the actual models.

The standard does not prescribe specific languages, viewpoints, views (we will dis-
cuss the meaning of these concepts later on) or models. The standard does not contain
formal consistency criteria. So, architectural descriptions may be checked for confor-
mance to the recommended practice, but systems, projects, organizations, processes,
methods or tools cannot be checked for conformance.

1 h as an 1
Syst em Archit ect ure

1..* 1

has
describes

1..* 1

identifies Arch it ectur al


Stakeholder
1..* Descript ion

1..* 1..* 1..* 1

has is f or selects

1..* 1.. * 1. .* 1..*

1..* 1 1 1
Concern Viewpoint View
covers con forms to

Figure 3.3: IEEE 1471 concepts

Figure 3.3 shows some concepts used in the IEEE-1471 recommended practice, and

34
MODULE 3. DESCRIPTION AND EVALUATION

their relationships.

DEFINITION 3.1 A stakeholder is a person or an organization with an interest in the system. An archi-
tectural description should identify the stakeholders. A system will have at least one
stakeholder, and a stakeholder may be a stakeholder of different systems. A stake-
holder has at least one concern (an interest of a stakeholder), and each concern may be
shared by different stakeholders.

DEFINITION 3.2 A view is a representation of the whole system from the perspective of a related set of
concerns: a viewpoint. The architectural description of a system includes a number of
different views. In general, several diagrams and descriptions are used for one view.

DEFINITION 3.3 A view conforms to a viewpoint. A viewpoint is a collection of patterns, templates,


and conventions for constructing one type of view. It defines the stakeholders whose
concerns are reflected in the viewpoint and the guidelines, principles, and template
models for constructing its views. Viewpoints are defined with specific stakeholders’
concerns in mind.
This means that a viewpoint is not related to one specific system; a viewpoint should
rather be seen as a certain aspect of systems. Both views and viewpoints will be dis-
cussed in more detail.
Other concepts used in the recommended practice are model and rationale.

DEFINITION 3.4 A model is a piece of (structured) information in a particular representation or lan-


guage.

DEFINITION 3.5 A rationale is an explanation or motivation for a specific choice or decision, or for a set
of decisions.
To adhere to IEEE 1471-2000, an architectural description should contain the following
elements:

1. For the documentation as a whole, there should be meta-information such as a date


of issue and status, the issuing organization and the authors, a change history, a
summary, a glossary and references. The context and the scope of the system
should be explained.

2. Stakeholders and their concerns should be identified. At a minimum, the stakehold-


ers identified include users, owners, developers and maintainers. At a minimum,
the concerns identified should include the purpose or mission of the system, the
appropriateness of the system for use in fulfilling its mission, the feasibility of
constructing the system, the risks of system development and operation to users,
owners and developers, and maintainability, deployability and evolvability of the
system.

3. A selection of architectural viewpoints should be given. Each viewpoint is specified


by a name, the stakeholders to be addressed by the viewpoint and the concerns
to be addressed by the viewpoint. An important aspect is: what concepts do
stakeholders recognize?

4. For each viewpoint, an architectural description should contain one or more ar-
chitectural views. Each view corresponds to one viewpoint. A view is a represen-
tation of the system, based on a viewpoint. A view may consist of one or more
models. Each view will include introductionary information. In addition, for-
mal or informal consistency and completeness tests may be given, to be applied
on the models making up an associated view, evaluation or analysis techniques,

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heuristics, patterns, guidelines and tips. Also, a rationale should be given, that
addresses the extent to which the stakeholders and concerns are covered.

5. An architectural description should contain a consistency analysis. There should


be a consistency analysis across views, and any known inconsistencies among
views should be mentioned in the architectural description.

6. A rationale should be given. The rationale is the motivation for the resulting ar-
chitecture and its description. Alternatives should be described, and decisions
should be explained with respect to the requirements.

Several authors have described collections of viewpoints. Rozanski and Woods [43]
describe the following viewpoints:
– The functional viewpoint describes the system’s runtime functional elements and
their responsibilities, interfaces, and primary interactions. The functional view of
a system defines the architectural elements that deliver the system’s functionality.
This viewpoint addresses all stakeholders.
– The information viewpoint describes the way that the architecture stores, manip-
ulates, manages, and distributes information. This viewpoint concerns both the
information structure and the information flow. Stakeholders are the users, the
owners and the developers.
– The concurrency viewpoint describes the concurrency structure of the system, map-
ping functional elements to concurrency units to clearly identify the parts of the
system that can execute concurrently, and shows how this is coordinated and
controlled. This viewpoint is concerned with the system’s concurrency and state-
related structure and constraints. Stakeholders are developers, testers, and some
administrators.
– The development viewpoint describes the architecture that supports the software
development process. Aspects are module organization, standardization of de-
sign and testing, instrumentation, code structure, dependencies, configuration
management. Stakeholders are developers and testers.
– The deployment viewpoint describes the environment into which the system will
be deployed, including the dependencies the system has on its runtime envi-
ronment. Aspects in this viewpoint are specifications of required hardware, of
required software, or network requirements. Stakeholders are system adminis-
trators, developers, testers, assessors.
– The operational viewpoint describes how the system will be operated, adminis-
tered, and supported when it is running in its production environment. Aspects
in this viewpoint are installation and upgrade, functional migration, data mi-
gration, monitoring and control, backup, configuration management and so on.
Stakeholders are system administrators, developers, testers, assessors.
Other common viewpoints are:
– Maintenance viewpoint. Stakeholders are the maintenance engineers. Important
aspects are the questions where new functionality can be added, which interfaces
should be implemented, how components are to be compiled and linked etc.
– Operations viewpoint. Stakeholders are operators. Questions to be answered are
how to install and configure the system on actual computers, how to monitor
execution state, or how to shut down in case of troubles.
– Management viewpoint. Stakeholders are the decision makers. Questions to be
answered are what kind of functionality the system will provide, how much it
will cost to introduce the system in the organization, what risks are involved etc.

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MODULE 3. DESCRIPTION AND EVALUATION

What How Where Who When Why


Data Function Locations People Time Motivation

Scope Things Processes Locations Organizations Events Goals and


(contextual) important to performed by of important to or cycles strategies
Planner the business the business the business the business

Enterprise model Semantic Business Business Workflow Master Business


(conceptual) model process model logistics system model schedule plan
Owner

System model Logical Application Distributed system Human interface Process Business rule
(logical) data model model model model structure model
Designer

Technology model Physical System Technology Presentation Control Rule


(physical) data model design model model structure design
Builder

Components Data Program Network Security Timing Rule


Subcontractor definition architecture architecture definition definition

Working Data Function Network Organization Schedule Strategy


system

Table 3.1: The Zachman framework

Zachman Framework

The mission of the Zachman Institute for Framework Advancement (ZIFA) is to exer-
cise the Zachman Framework for Enterprise Architecture, for the purpose of advancing
the conceptual and implementation understanding of enterprise architecture [55].
The goals of the institute are to establish the Zachman Framework as a universal lan-
guage to facilitate communication, research and implementation of enterprise architec-
ture concepts. Table 3.1 shows the framework. Each row represents a point of view,
each column a certain aspect, and each cell a view. In this table, the cells show possible
models or documents for a given view.

The Kruchten 4+1 model

Philippe Kruchten introduced his 4+1 model in [27]. It consists of a practical set of views
for software architecture.
The main stakeholders for the logical view are the end users, who are concerned with
functionality. Programmers are the stakeholders who are addressed in the development
view. The process view is for system integrators, who are concerned with quality as-
pects such as performance, scalability and throughput. The physical view is for system
engineers, who care about system topology, delivery, installation and communication
issues.
The scenarios are used for analysis and to demonstrate completeness and consistency
across the four views. Scenarios are also used to find relevant architectural concepts:
they are the starting point for the architecture.
This 4+1 model is subsumed into the Rational Unified Process (RUP), where views cor-
respond to UML diagram types. Concepts in the logical view are classes and services,
in the development view modules and packages, in the process view components and
processes, and in the physical view nodes and networks.
There are some guidelines to go from one view to another, for instance by mapping a
class to a process. The 4+1 model provides useful, somewhat technical views, with an
accent towards development. The model may also be used to describe existing systems.

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Figure 3.4: The Kruchten 4+1 model

Viewtypes, styles and views

A slightly different approach is documentation using viewtypes and styles [12]. This
approach aids in deciding which diagrams to use for a certain view.

DEFINITION 3.6 A viewtype is a category of views, containing similar elements and relationships. A
viewtype defines the element types and relationship types, used to describe the ar-
chitecture of a software system from a particular perspective.
For software systems, there are three viewtypes: the module viewtype, the connector
viewtype, and the allocation viewtype.

Module viewtype
The module viewtype is for modeling how the software system is structured as a set of
implementation units. Elements in this viewtypes are modules (which may be classes
or packages for instance). An element has a name, responsibilities, visible interfaces,
and implementation information (such as the set of code units that implement the mod-
ule). Relations within this viewtype have the form of part-of, depends-on, or is-a.
Several styles can be discerned within this viewtype: the decomposition style represents
the decomposition of the code into systems, subsystems, subsubsystems and so on.
The uses-style tells developers which other modules must exist for their portion of the
system to correctly execute. The generalization style shows the inheritance relations.
The layered style organizes the code into disjoint layers, where code in higher layers is
allowed to use code in lower layers according to predefined rules.
Examples of views within this viewtype are views belonging to Rozanski and Wood’s
development viewpoint. Notations for this viewtype are for instance UML class dia-
grams and package diagrams. A criticism of class diagrams however, is that all of these
relations are shown at the same time, which undercuts the usefulness of a view.

Connector viewtype
The connector viewtype is for modeling elements that have some run-time presence. El-
ements in this viewtype are runtime components: processes, objects, clients, servers,

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MODULE 3. DESCRIPTION AND EVALUATION

data stores, filters and so on. Another kind of elements in this viewtype are con-
nectors: communication links, protocols, information flows, procedure calls, asyn-
chronous messages, pipes and so on. Relations in this viewtype attach connectors to
components.
Within this viewpoint, various styles may be used. Some examples are the pipe-and-
filter style, the shared-data-style, the publish-subscribe style, the client-server style, the peer-
to-peer style, or the communicating processes style. The correspondence of these styles to
the architectural patterns that we discuss in the corresponding learning unit, shows
that architectural patterns often prescribe runtime components and their relations.
An example of views within this viewtype are views belonging to Rozanski and Wood’s
concurrency viewpoint. Notations are for instance the UML 2.0 component diagram,
the UML-RT diagram, or a data flow diagram. Note, however, that what is meant with
runtime components is not exactly the same as what is meant with the components
that you will read about in other learning units. Components are defined as concrete
chunks of implementation (like executables or dll’s), that realize abstract interfaces.
UML 2.0 component diagrams are used because they use connectors and ports. Archi-
tecture description languages (we will discuss them later on) often address the connec-
tor viewtype.

Allocation viewtype
The allocation viewtype is for documenting the interaction of hardware, file systems and
team structure with software architecture.
Three styles can be discerned within this viewtype. In the deployment style, elements
are the processes from the connector viewtype, processors, memory, disk, and net-
work. Relations in this style are allocated-to and migrates-to. In the implementation
style, elements are modules, files and directories. Relations are allocated-to and con-
tainment. In the work assignment style, elements are modules, companies, teams and
persons. Relations are allocated-to.
This viewtype van be used for views belonging to Rozanski and Wood’s deployment,
operational and development viewpoints. Notations for this viewtype are UML de-
ployment diagrams, or UML artifact diagrams.

3.2 Architectural description languages

DEFINITION 3.7 An architecture description language (ADL) is a language (graphical or textual or both)
for describing software systems in terms of its architectural elements and the relation-
ships between them.

3.2.1 ACME
An example of an ADL is ACME. ACME is a language, suitable for the connector view-
type. Basic elements are components (with ports and properties) and connectors (with
roles and properties). As is seen in Figure 3.5, components may be connected to a con-
nector by attaching a port of a component to the role of a connector. The text is the
equivalent of a box-and-arrow diagram, with named ports on components, and named
roles on connectors. For both components and connectors, properties may be specified.
However, the properties are not interpreted.
ACME was originally intended as an interchange language for ADLs. Somehow, the
interchange strategy was never widely applied. Other drawbacks of ACME are: it is
highly verbose, and there are no semantics.

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System s i m p l e _ c l i e n t _ s e r v e r = {
Component c l i e n t = {
P o r t send−r e q u e s t ;
}
Component s e r v e r = {
P o r t r e c e i v e −r e q u e s t ;
}
Connector rpc = {
Role c a l l e r ;
Role c a l l e e ;
Properties {
asynchronous : boolean = t r u e ;
max−r o l e s : i n t e g e r = 2 ;
}
}
Attachment c l i e n t . send−r e q u e s t t o rpc . c a l l e r ;
Attachment s e r v e r . r e c e i v e −r e q u e s t t o rpc . c a l l e e ;
}

Figure 3.5: Description of a client-server system in ACME

3.2.2 Koala
Another example of an architecture description language is Koala. Koala is a graph-
ical language, aimed towards describing product families of embedded software in
consumer electronics (such as televisions or dvd players and recorders). This ADL is
developed by Philips Electronics. In Figure 3.6, the CTVPlatform component provides

Figure 3.6: A Koala diagram

three interfaces, the pprg interface of type Iprogram, the ppic interface of type Ipicture,
and the pini interface. It requires two interfaces as well, the interfaces fast and slow, of
type II2c. Interface types may be described using an interface definition language:
i n t e r f a c e ITuner {

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MODULE 3. DESCRIPTION AND EVALUATION

void SetFrequency ( i n t f ) ;
i n t GetFrequency ( void ) ;
}
The block m in Figure 3.6 is a module that combines several interfaces. Koala com-
piles to C, which makes it possible to check the correspondence between provided and
required interfaces.
Koala supports product lines through explicit points of variation. It allows common
elements of architectures to be reused from product to product, and is still actively
used at Philips.

3.2.3 Wright

System Foo
Component Split =
port In = read?x -> In [] read-eof -> close -> �
port L, R = write!x -> Out [] close -> �
comp spec =
let Close = In.close -> L.close -> R.close -> �
in Close []
In.read?x -> L.write!x ->
(Close [] In.read?x -> R.write!x -> computation)
Component Print ...
Connector Pipe ...
Instances
split: Split; print: Print;
p1: Pipe
...
Attachments
split.Left as p1.Writer;
print.In as p1.Reader;
...
end Foo.

Figure 3.7: Description in Wright

In Wright, a system is a configuration of components interconnected by connectors, just


as in ACME. In other words, Wright is an ADL to be used for the connector viewtype.
Components have ports, and ports have a protocol that is specified (see Figure 3.7).
The computation of the component may be specified as well. Connectors have roles,
also with an associated protocol. Connectors may have an invariant as well.
Wright uses Communicating Sequential Processes (CSP) [23] for protocol definition. It
allows for automatic checking if connected interfaces are compatible, and if the system
will deadlock.
Wright has a high learning curve, because of the protocol specification. It has powerful
analysis capabilities, but they are limited to a small set of properties. Wright is not
actively used or supported nowadays.

3.2.4 CommUnity
CommUnity is another ADL for the connector viewtype (just as ACME and Wright).
Like Wright, CommUnity offers means for describing components in terms of commu-
nication channels and actions.

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design account is
in add: nat
out bal: int
do dep: true -> bal:=bal+add
[] wit: true -> bal:=bal-add

design regulator is
in a: nat, b: int
do reg: a<b ->

design channel is
in a: nat, b: int

---------------------------------

design safeaccount is
in add: nat
out bal: int
do dep: true -> bal:=bal+add
[] wit: add<bal -> bal:=bal-add

Figure 3.8: Description in CommUnity

Components may be underspecified, and there is a compositional notion of refinement,


as is seen in Figure 3.8, where safeaccount is a refinement of account: safeaccount
is derived using regulator by identifying a to add, b to ball, and reg to wit. The
semantics allows one to prove the equivalence between safeaccount and the combina-
tion of account and regulator. It is possible to augment existing designs with more
channels and actions, while preserving the original properties.
Connectors are components, coordinating the interaction between other components.
This can be superposed at runtime over given components.
CommUnity has rigorous mathematical semantics, which facilitates proof of many
(emergent) properties, and semantic equivalence of designs. The mathematical seman-
tics are powerful, but hard to learn and use. CommUnity allows to build complicated
designs from simple components by stepwise refinement and superposition. It is the
result of a new research project, and at this time, no tools are available.

3.2.5 xADL
xADL is an extensible XML-based ADL. Its common features can be reused in every do-
main, and new features can be created and added to the language as first-class entities.
The syntax of xADL is defined in a set of XML schema’s. The syntax can be extended
through inheritance. xADL has an associated visualization which can be edited by the
ArchStudio development environment.
xADL is still a research project, but there are already lots of tools. It can be viewed as a
factory for domain-specific ADLs.

3.2.6 ADL evaluation


When evaluating ADLs for a given situation, you should ask the following questions
about desired properties:

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MODULE 3. DESCRIPTION AND EVALUATION

– Are the modeling constructs suitable? Some ADLs for instance offer constructs
for the connector viewtype.
– Do the elements have defined semantics?
– Is it possible to analyze completeness?
– What about maintainability? Is it possible to reuse and extend models?
– Are there tools available?
– What properties can you analyze? For instance, is it possible to analyze perfor-
mance?
– What about scalability? Does the language offer the possibility of composition
and decomposition?
– What about understandability? Is there a high learning curve? Can you use the
ADL to discuss the architecture with the stakeholders?
– Is it possible to automate conformance control?

Security
Auditing Communication

Module
structure Databases

Classes
Deployment
Configuration
management

Figure 3.9: Consistency between models

Another question is whether it is possible to check the consistency between different


models. Figure 3.9 shows different models, which may belong to different viewpoints
and views. The question is, if there is an underlying common representation among
viewpoints and views, and if there is a tool (imaginable) that can handle view deriva-
tion and guarantee consistency.
Observations about ADLs in general, are that they are occasionally used in dedicated
domains. Analyzability properties can be interesting. ADLs have not (yet) hit the main-
stream.

3.3 Evaluating architectures

Various terms are in use for the evaluation of architectures: assessment, analysis, re-
view, validation. It is an active research area. The main reason why we need to evaluate
architectures, is that this area is still something of a craft, without clear rules. We have
to learn by doing.
Evaluating architectures is cost saving, through early detection of errors and problems.
There is a reduced risk of disaster projects or acquisitions. Evaluation also increases
the understanding and documentation of systems. Requirements will be clarified and
prioritized. Evaluation can be seen as a form of organizational learning. But there

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are also costs: reviewer time, development team time and focus, and time of other
stakeholders. For an analysis of costs and benefits, see [1].

3.3.1 Basic issues


When? There are several approaches to the question when to evaluate:
– regularly, as part of an iterative architecting process,
– early, to validate the overall course of the project,
– toll gate: a check before major construction starts, or before a supplier is selected,
– (too) late, to determine how to resolve architectural problems.
Issues here are whether evaluation is done formally or informally, and whether evalu-
ation takes place planned versus unplanned.

Who? For the question who performs the evaluation, there are also several possible
answers:
– the development team itself,
– another group in the same organization,
– external reviewers, preferably with no interest in the outcome of the evaluation.
Issues here are the questions of domain knowledge and experience: the development
team will have both, the other group in the organization will probably only have do-
main knowledge, while a group of experts probably only will have experience. Other
issues are competition and bias.

What? Several aspects of an architecture can be evaluated: the architecture process,


the description, overall architectural issues such as completeness, specific quality areas,
or future changes and the impact they will have on the architecture.
Issues here are: it is important to set a clear goal, and to get the right review team for
what you want to evaluate.

How? The techniques for evaluating architectures can be divided in two sets:
– Questioning techniques. Possible methods are to generate discussion, based on
qualitative questions, to use questionnaires, to use checklists, or to use scenarios.
– Measuring techniques. Possible methods are to provide quantitative answers to
specific questions, to use metrics, to use simulation, or make use of prototypes,
or to use formal analysis.

3.3.2 Review of architecture description and process


The focus of this approach is the question if the architecture description meets the stan-
dards. In this way, one asks implicitly if the architect(s) did perform the right activities.
The method for this approach is:
– Determine the goal.
– Gather the relevant documents.
– Read and comment.
– Analyze what you read using the description framework of IEEE 1471. For certain
models or documents, you may use more specific checklists.
– Optionally, discuss your comments with relevant parties.
– Report your observations, risks and suggested improvements.
Typical issues to check are:
– Have all stakeholders been considered?

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MODULE 3. DESCRIPTION AND EVALUATION

– Have the main requirements been identified?


– Have the quality issues been considered and selected?
– Which concerns have been identified?
– Which viewpoints have been defined?
– Is there a rationale for the viewpoints being defined?
– How are the views documented? Is there conformance to certain modeling tech-
niques or languages?
– What is the quality of the models and the documents, in terms of readability,
organization, terminology?
– Is there a rationale for the proposed solution?
– How are the documents managed?
– Can you say something about consistency between models?

3.3.3 Scenario-based analysis

DEFINITION 3.8 Scenarios are brief narratives of expected or anticipated use of a system from both
development and end-user viewpoints.

DEFINITION 3.9 A sensitivity point is an architectural decision involving one or more architectural com-
ponents and/or connections, that is critical for achieving a particular quality attribute
response measure [13].

DEFINITION 3.10 A trade-off point is an architectural decision that affects more than one attribute and is
a sensitivity point for more than one attribute ([13]). For example, changing the level
of encryption could have a significant impact on both security and performance, in
an opposite direction.
Scenario-based analysis can be used for different goals:
– Identify major risks. In that case, you use likely scenarios with major impact, or
you search for scenarios that are not handled in the architecture. By using those
scenarios to analyze the architecture, you identify sensitivity and trade-off points.
– Validate quality goals. The typical quality goals that you validate using scenario-
based analysis are maintainability and modifiability. The scenarios you use are
change scenarios, that are likely to be needed in a particular period. During the
analysis, you estimate the cost of realizing changes.
– Choose between architectural alternatives. Scenarios can be used to compare
scores among multiple candidates. Architectures are being scored with respect
to minimal risk, and the estimated effort for maintenance.

3.3.4 Architecture Tradeoff Analysis Method (ATAM)

DEFINITION 3.11 ATAM is an abbreviation for Architecture Tradeoff Analysis Method. It is a scenario-
based, standardized evaluation method.
ATAM focuses on trade off’s between quality goals. This method requires the partici-
pation of three different groups: the evaluation team (a group of three to five people,
external to the project), the project decision makers (including the architect), and the
architecture stakeholders (developers, testers, users, ...).
Deliverables of this method are:
– quality requirements in terms of scenarios,
– a mapping of architectural decisions to quality requirements,

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– a set of identified sensitivity and trade off points,


– a set of identified risks and overarching risk themes.
Steps to take within ATAM are:
1. Present the ATAM (dome by the evaluation leader).
2. Present the business drivers (done by the decision makers).
3. Present the architecture (done by the lead architect).
4. Identify the architectural approaches and patterns used (done by the architect).
5. Generate quality attribute utility tree (the quality attributes that comprise system
’utility’, such as performance, availability, security, modifiability, usability and so
on, are elicited, specified down to the level of scenarios, annotated with stimuli
and responses, and prioritized).
6. Analyze the architectural approaches (based upon the high-priority scenarios, the
architectural approaches that address those scenarios are elicited and analyzed).
7. Brainstorm and prioritize scenarios (all stakeholders) (a larger set of scenarios is
elicited from the entire group of stakeholders. This set is prioritized and ana-
lyzed).
8. Analyze the architectural approaches for a second time.
9. Present the results.

DISCUSSION QUESTIONS

1. In RUP, Kruchten’s ’4+1’- model is combined with UML as a description lan-


guage. Argue whether this is the only choice, and, if not, whether this is the best
choice.
2. Perspectives [44] are another concept for the description of an architecture. Dis-
cuss the relationship between perspectives and viewpoints. Would you typically
use only viewpoints, or only perspectives, or both, in an architectural descrip-
tion?
3. How would you make a cost-benefit argument for the inclusion or exclusion of
a particular view in the documentation? If you could summon up any data to
support your case, what data would you want?
4. The reason for evaluating architectures in the first place is that architecture is still
something of a craft, without firm rules. But does not the same problem occur in
architecture evaluation? If so, is evaluation still useful and why?

46
Block II

Patterns in software architecture

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Module 4

Architectural patterns

INTRODUCTION

Before major development starts, we need to choose an architecture that will provide
us with the desired quality attributes. Therefore we need a way to discuss architec-
tural options and their quality consequences in advance, before they can be applied to
a design. Our decisions at this stage can only be based on experience with architec-
tural choices in previous systems. Such architectural experience, reduced to its essence
and no longer cluttered with the details of the systems that produced it, is recorded in
architectural patterns.
Many systems have a similar structure. Distributed systems for instance, can have
a client-server structure, with clients making requests, and a server processing those
requests and answering them. When we observe a similarity, we want to know what
is common among the solutions, and what variations are possible. We ask in what
circumstances an approach may be used, and how it should be used and customized
for a particular system. An architectural pattern provides an answer to such questions.
This module introduces architectural patterns and their relation with design patterns.
We will discuss several architectural patterns: the layers pattern, the client-server pat-
tern, the master-slave pattern, the pipe-filter pattern, the broker, the peer-to-peer pat-
tern, the event-bus, model-view-controller, the blackboard, and the interpreter.
These examples do not exhaust all architectural patterns: we will discuss ways to clas-
sify them. With an example, we will show the effect of choosing different patterns for
the same problem. The example makes clear that you need to be able to choose the
right pattern for a given situation. To make the right choice you need experience with
different systems. Knowledge about patterns will help you to expand upon what you
learn by experience, because by learning about patterns, you learn from the experience
of others.

LEARNING OBJECTIVES
After having studied this module you should be able to:
– to describe the structure and function of the patterns which are covered
in this module,
– to describe the advantages and disadvantages of the patterns which are
covered in this module,
– to explain the difference between a style and a pattern,
– to give examples of applications of the patterns covered in this module,
– to name examples of patterns fitting in a certain style.

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4.1 Architectural patterns or styles

DEFINITION 4.1 An architectural pattern is a proven structural organization schema for software sys-
tems.
A pattern is a description of a set of predefined subsystems and their responsibilities. In
a system structured according to the client-server pattern, for instance, two subsystems
are distinguished: the client (which can have many instances), and the server (which
is unique). The responsibility of the client may be to show a user-interface to the user;
the responsibility of the server may be to process lots of questions, and to guard data
that are of interest to the client.
A pattern also describes rules and guidelines for organizing the relationships among
the subsystems. The relationship between client and server is that the client asks ques-
tions and the server answers them.
Patterns are written by people with lots of experience. Patterns make knowledge which
could have remained hidden in the heads of these experienced people explicit. This
enables others to learn from those experiences. Patterns are not constructed by a single
person: they reflect the experience of many developers. They capture existing, well-
proven solutions in software development, and help to promote good design practices.
Architectural patterns are also called styles, or standard architectures, but the word
architectural style is more often used for a concept less fine-grained than a pattern;
several patterns may then belong to the same architectural style. We will explain the
subtle differences later in this module.

4.1.1 Why are patterns helpful?


When a certain kind of problem is solved by many developers in a similar way, and it
is generally accepted that this way solves that problem well, it becomes a pattern. So,
a pattern addresses a recurring design problem, for which a general solution is known
among experienced practitioners: a pattern documents existing, well-proved design
solutions.
By writing a pattern, it becomes easier to reuse the solution. Patterns provide a com-
mon vocabulary and understanding of design solutions. Pattern names become part of
a widespread design language. They remove the need to explain a solution to a particu-
lar problem with a lengthy description. Patterns are therefore a means for documenting
software architectures. They help maintaining the original vision when the architecture
is extended and modified, or when the code is modified (but can not guarantee that).
Patterns support the construction of software with defined properties. When we design
a client-server application, for instance, the server should not be built in such a way that
it initiates communication with its clients.
Many patterns explicitly address non-functional requirements for software systems.
For example, the MVC (Model-View-Controller) pattern supports changeability of user
interfaces. Patterns may thus be seen as building blocks for a more complicated design.

4.1.2 Pattern schema or template


Patterns are described using a pattern template or schema. All of the many different
templates have at least the following components:
– Context: the situation giving rise to a problem.
– Problem: the recurring problem in that context. A solution to the problem should
fulfill requirements, consider constraints, and have desirable properties. These
conditions are called forces. Forces may conflict with each other (performance

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may conflict with extensibility, for instance). Forces differ in the degree in which
they are negotiable.
– Solution: a proven solution for the problem. The solution is given as a structure
with components and relationships, and as a description of the run-time behavior.
The first description is a static model of the solution; the second is a dynamic one.

4.1.3 Design patterns and architectural patterns


What is the difference between design patterns and architectural patterns? Design pat-
terns offer a common solution for a common problem in the form of classes working
together. They are thus smaller in scale than architectural patterns, where the compo-
nents are subsystems rather than classes.
Design patterns do not influence the fundamental structure of a software system. They
only affect a single subsystem. Design patterns may help to implement an architectural
pattern. For example, the observer pattern (a design pattern) is helpful when imple-
menting a system according to the MVC architectural pattern.
The concept of patterns was originally introduced by Christopher Alexander in build-
ing architecture, in ‘A pattern language’ [3], and ‘The timeless way of building’ [2].
Design patterns first attracted attention in software design and development (the Gang
of Four book [20]). Since then, patterns have been used in more disciplines: there are
analysis patterns, user interface patterns, programming idioms, functional design pat-
terns, and so on.

4.2 Examples of architectural patterns

In this section, we describe several architectural patterns. For each we describe the
components and connections involved, give one or more usage examples, and discuss
advantages, disadvantages and other issues.

4.2.1 Layers pattern

Layer n

Layer n - 1

Figure 4.1: Layers of different abstraction levels

The layers architectural pattern (see Figure 4.1) helps to structure applications that can
be decomposed into groups of subtasks, each of which is at a particular level of ab-
straction. Each layer provides services to the next higher layer. Services in a layer are
implemented using services from the next lower layer. Service requests are frequently
done by using synchronous procedure calls.
In short, this pattern means that conceptually different issues are implemented sepa-
rately, and that layers of a higher abstraction level use services of a lower abstraction
level, and not the other way around.
This pattern has the following benefits:

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MODULE 4. ARCHITECTURAL PATTERNS

– A lower layer can be used by different higher layers. The TCP layer from TCP/IP
connections for instance, can be reused without changes by various applications
such as telnet or FTP.
– Layers make standardization easier: clearly defined and commonly accepted lev-
els of abstraction enable the development of standardized tasks and interfaces.
– Dependencies are kept local. When a layer shows the agreed interface to the
layer above, and expects the agreed interface of the layer below, changes can be
made within the layer without affecting other layers. This means a developer
can test particular layers independently of other layers, and can develop them
independently as well: development by teams is supported this way.
A result of the above is that layers may easily be replaced by a different implementa-
tion.

Example: networking protocols

Provides miscellaneous
Application protocols for common
activities

Presentation Structures information and


attaches semantics

Provides dialog control


Session and synchronization
facilities

Breaks messages into


Transport packets and guarantees
delivery

Network Selects a route from


sender to receiver

Data Link Detects and corrects


errors in bit sequences

Physical Transmits bits

Figure 4.2: Example: networking protocols

Figure 4.2 depicts the ISO Open System Interconnect seven layer protocol (the ISO/OSI
protocol). TCP/IP is a simplified version of this protocol. FTP and HTTP are examples
from the application layer; TCP is the transport layer, and IP is the network layer.
Some other examples of this pattern are:
– In the Java virtual machine the application in Java consists of instructions for the
Java virtual machine; the JVM uses services from the operating system under-
neath.
– The standard C library is built on Unix system calls.
– Web application systems often show four or more layers: presentation, applica-
tion logic, domain logic, and data.
– The microkernel architecture has layers on top of the microkernel: The Mach
operating system, the JBoss application server and Apache Derby are examples
of the microkernel architecture.

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Issues in the Layers pattern


The most stable abstractions are in the lower layer: a change of the behavior of a layer
has no effect on the layers below it. The opposite is true as well: a change of the
behavior of a lower layer has an effect on the layers above it, so should be avoided.
Of course, changes of or additions to a layer without an effect on behavior will not
affect the layers above it. Layer services can therefore be implemented in different
ways (think of the bridge pattern here, where a dynamic link is maintained between
abstraction and implementation).
Layers can be developed independently. However, defining an abstract service inter-
face is not an easy job. There may also be performance overhead due to repeated trans-
formations of data. Furthermore, the lower layers may perform unnecessary work, not
required by the higher layer.
There are several variants of the Layers pattern.
– In a Relaxed layered system, each layer may use the services of all layers below it,
not only of the next lower layer. This has efficiency benefits, but leads to a loss
of maintainability. An example is formed by the user interface of Eclipse: Eclipse
makes use of the SWT (the Standard Widget Toolkit, [15]) and JFace [14]. JFace is
a layer on top of the SWT and offers a higher level of abstraction than SWT, but it
is possible to use classes of both JFace and the SWT in the same application.
– Another variant is to allow callbacks for bottom-up communication: here, the up-
per layer registers a callback function with the lower layer, to be notified at the
occurrence of an events.

4.2.2 Client-server pattern

Client

TCP/IP

Server

Figure 4.3: Client-server pattern

In the Client-server architectural pattern (see Figure 4.3), a server component provides
services to multiple client components. A client component requests services from the
server component. Servers are permanently active, listening for clients.
The requests are sent beyond process and machine boundaries. This means that some
inter-process communication mechanism must be used: clients and servers may reside
on different machines, and thus in different processes. In fact, you can see the Client-
server pattern as a form of the layered pattern, crossing process or machine boundaries:
clients form the higher level and the server forms the lower level.

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Examples

Examples of the Client-server pattern are remote database access (client applications re-
quest services from a database server), remote file systems (client systems access files,
provided by the server system; applications access local and remote files in a transpar-
ent manner) or web-based applications (browsers request data from a web server).

Issues in the Client-server pattern

Requests are typically handled in separate threads on the server.


Interprocess communication causes overhead. Requests and result data often have to
be transformed or marshaled because they have a different representation in client and
server, and there is network traffic.
Distributed systems with many servers with the same function should be transparent
for clients: there should be no need for clients to differentiate between servers. When
you type in the URL for Google for instance, you should not have to know the exact
machine that is accessed (location transparency), the platform of the machine (platform
transparency), or the route your request travels, and so on. Intermediate layers may be
inserted for specific purposes: caching, security, load balancing for instance.
Sometimes, callbacks are needed for event notification. This can also be seen as a tran-
sition to the Peer-to-peer pattern.

State in the Client-server pattern

Clients and servers are often involved in ‘sessions’. This can be done in two different
ways:
– With a stateless server, the session state is managed by the client. This client state
is sent with each request. In a web application, the session state may be stored as
URL parameters, in hidden form fields, or by using cookies. This is mandatory
for the REST architectural style [18] for web applications.
– With a stateful server, the session state is maintained by the server, and is associ-
ated with a client-id.
State in the Client-server pattern influences transactions, fault handling and scalability.
Transactions should be atomic, leave a consistent state, be isolated (not affected by
other requests) and durable. These properties are hard to obtain in a distributed world.
Concerning fault handling, state maintained by the client means for instance that ev-
erything will be lost when the client fails. Client-maintained state poses security issues
as well, because sensitive data must be sent to the server with each request. Scalability
issues may arise when you handle the server state in-memory: with many clients using
the server at the same time, many states have to be stored in memory at the same time
as well.

REST architecture

REST stands for Representational State Transfer. A REST architecture is a client-server


architecture, where clients are separated from servers by a uniform interface. Commu-
nication is stateless. A server may be stateful, but in that case, each server-state should
be addressable (for instance, by a URL). Servers offer addressable Resources. A REST
architecture is also a layered system: for a client, it is transparent whether it is directly
connected to a server, or through one or more intermediaries.
Web applications with stateless communication follow the rules of this pattern.

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master

slave 1 slave 2 slave 3

Figure 4.4: Master-slave pattern

4.2.3 Master-slave pattern


The Master-slave pattern (see Figure 4.4) supports fault tolerance and parallel computa-
tion. The master component distributes the work among identical slave components,
and computes a final result from the results the slaves return. Figure 4.5 shows a se-
quence diagram of a master distributing work between slaves.
The Master-slave pattern is applied for instance in process control, in embedded sys-
tems, in large-scale parallel computations, and in fault-tolerant systems.

master slave 1 slave 2

Client
service
splitWork

callSlaves

subService

subService

combineResults

Figure 4.5: Sequence diagram for the master-slave pattern

Examples

An application area for the Master-slave pattern is fault tolerance: the master delegates
the job to be done to several slaves, receives their results, and applies a strategy to
decide which result to return to the client. One possible strategy is to choose the result
from the first slave that terminates. Another strategy is to choose the result that the
majority of slaves have computed. This is fail-proof with respect to slaves (the master
can provide a valid result as long as not all slaves fail), but not with respect to the
master. Failure of slaves may be detected by the master using time-outs. Failure of the
master means the system as a whole fails.
Another application area is parallel computing: the master divides a complex task into
a number of identical subtasks. An example is matrix computation: each row in the
product matrix can be computed by a separate slave.

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MODULE 4. ARCHITECTURAL PATTERNS

A third application area is that of computational accuracy. The execution of a service is


delegated to different slaves, with at least three different implementations. The master
waits for the results, and applies a strategy for choosing the best result (for instance the
average, or the majority).

Issues in the Master-slave pattern

The Master-slave pattern is an example of the divide-and-conquer principle. In this pat-


tern, the aspect of coordination is separated from the actual work: concerns are sepa-
rated. The slaves are isolated: there is no shared state. They operate in parallel.
The latency in the master-slave communication can be an issue, for instance in real-time
systems: master and slaves live in different processes.
The pattern can only be applied to a problem that is decomposable.

4.2.4 Pipe-filter pattern

������� ������� ������� �����

Figure 4.6: Pipe-filter pattern

The Pipe-filter architectural pattern (see Figure 4.6) provides a structure for systems that
produce a stream of data. Each processing step is encapsulated in a filter component (a
circle in Figure 4.6). Data is passed through pipes (the arrows between adjacent filters).
The pipes may be used for buffering or for synchronization.

Examples

Examples of the Pipe-filter pattern are Unix shell commands, such as:

cat file | grep xyz | sort | uniq > out

This pattern divides the task of a system into several sequential processing steps. The
steps are connected by the data flow through the system: the output of a step is the
input for the next step. In the example, the cat filter reads the file and passes the
contents of the file to the grep filter. The grep filter selects lines containing xyz, and
passes these lines to the sort filter. The sort filter sorts the lines, and passes the
sorted lines to the uniq filter. The uniq filter removes duplicate lines, and passes the
result to out.
A filter consumes and delivers data incrementally (another name for the same concept
is lazily): it produces output as soon as it comes available, and does not wait until all
input is consumed.
Another example of the Pipe-filter pattern is formed by compilers. A lexical analyzer
analyses the source file and sends the resulting tokens to a parser, which sends the
resulting parse tree to a semantic analyzer, which produces an augmented syntax tree,
that is used by the code generator to produce code, which may be optimized, and
ultimately translated into machine code (there may be more or fewer steps involved).
Figure 4.7 shows the components of a compiler. In practice, compilers do not follow
the pattern strictly: the steps share global data (the symbol table).

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ASCII program text Machine code

Lexical
Interpreter
analysis

token stream optimized bytecode

Parser Optimization

abstract syntax tree bytecode

Semantic augmented syntax tree Code


analysis generation

Figure 4.7: A compiler

Issues in the Pipe-filter pattern

The Pipe-filter pattern has several nice properties, and some disadvantages. It is easy
to add new filters: a system built according to the pipe-filter pattern is easy to extend.
Filters are reusable: it is possible to build different pipelines by recombining a given set
of filters. Because of the standard interface, filters can easily be developed separately,
which is also an advantage. However, that same interface may be the cause of overhead
because of data transformation: when the input and the output have the form of a
string for instance, and filters are used to process real numbers, there is a lot of data-
transformation overhead.
Filters do not need to store intermediate results in files, and need not share state. Input
and output can come from, and go to different places. Another advantage of the Pipe-
filter pattern is that it shows natural concurrent processing, when input and output
consist of streams, and filters start computing when they receive data. Analysis of the
behavior of a pipe-filter-based system is easy, because it is a simple composition of the
behaviors of the filters involved. When the input is called x, the behavior of the first
filter is described by function g, and the behavior of the second filter is described by
function f, the result of the pipeline can be described as:

f(g(x))

Because of this composition property, it is possible to analyze throughput as well (through-


put is determined by the slowest filter), and the possibility of deadlocks. Deadlocks
may occur when at least one of the filters needs all data before producing output. If a
filter does, the size of the buffer may be too small, and the system may deadlock. The
Unix sort filter is an example of such a filter.
A disadvantage of the Pipe-filter pattern, aside from the already mentioned possible
data-transformation overhead, is that it is hard to use it for interactive applications.

4.2.5 Broker pattern


The Broker pattern is used to structure distributed systems with decoupled components,
which interact by remote service invocations. Such systems are very inflexible when

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MODULE 4. ARCHITECTURAL PATTERNS

components have to know each others’ location and other details (see Figure 4.8). A
broker component is responsible for the coordination of communication among com-
ponents: it forwards requests and transmits results and exceptions.
Servers publish their capabilities (services and characteristics) to a broker. Clients re-
quest a service from the broker, and the broker then redirects the client to a suitable
service from its registry.
Using the Broker pattern means that no other component than the broker needs to focus
on low-level interprocess-communication.

Interface Definition Language (IDL)

To give a textual description of the interfaces a server offers, an Interface Definition Lan-
guage (IDL) is used. Examples of IDLs are OMG-IDL (Object Management Group, for
CORBA), Open Service Interface Definitions, or WSDL (Web Service Description Lan-
guage).
Alternate software may use a binary standard, like Universal Network Objects for the
OpenOffice suit. Such a binary description consists of a repository which binds service
names to components. It allows clients to use components indirectly, using those ser-
vice names. A binary standard needs support from the programming language used.

Examples

UDDI registry

find
User
application

publish

invoke
(SOAP)

Web services
host

Figure 4.8: Web services

An example in which the Broker pattern is used is formed by web services. The Broker
pattern in a web services application, as shown in Figure 4.8, is the server with the
UDDI registry. UDDI stands for Universal Discovery, Description and Integration. It is
a repository of web services. The IDL used for web services is WSDL. SOAP (Simple
Object Access Protocol) is the transport protocol for messages, written in XML.
Another example of the Broker pattern is CORBA, for cooperation among heteroge-
neous object-oriented systems, and web services.

Issues in the Broker pattern

The Broker pattern allows dynamic change, addition, deletion and relocation of objects,
and it makes distribution transparent to the developer. It requires standardization of
service descriptions. When two brokers cooperate, bridges may be needed to hide
implementation details, as in Figure 4.9:

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Broker A Bridge A Bridge B Broker B

forward request

find server

pack data
forward message

unpack data

find service

Process boundary

Figure 4.9: Two brokers cooperating

Broker A receives an incoming request for a certain service. It locates the server re-
sponsible for executing the specified service by looking it up in the repositories. Since
the corresponding server is available at another network node, the broker forwards the
request to a remote broker. The message is passed from broker A to bridge A. This com-
ponent is responsible for converting the message from the protocol defined by broker
A, to a network-specific but common protocol understandable by the two participating
bridges. After message conversion, bridge A transmits the message to bridge B. Bridge
B maps the incoming request from the network-specific format to a broker B-specific
format. Broker B then performs all the actions necessary when a request arrives, as
described in the first step of the scenario.

4.2.6 Peer-to-peer pattern

Peer (client
and server)

Peer (client
and server)

Figure 4.10: Peer-to-peer pattern

The Peer-to-peer pattern can be seen as a symmetric Client-server pattern: peers may
function both as a client, requesting services from other peers, and as a server, provid-
ing services to other peers. A peer may act as a client or as a server or as both, and it
may change its role dynamically.

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Both clients and servers in the Peer-to-peer pattern are typically multithreaded. The
services may be implicit (for instance through the use of a connecting stream) instead
of requested by invocation.
Peers acting as a server may inform peers acting as a client of certain events. Multiple
clients may have to be informed, for instance using an event-bus.

Examples
Examples of the Peer-to-peer pattern are the domain name system for internet, the
distributed search engine Sciencenet, multi-user applications like a drawing board, or
peer-to-peer file-sharing like Gnutella [52].

Issues in the Peer-to-peer pattern


An advantage of the peer-to-peer pattern is that nodes may use the capacity of the
whole, while bringing in only their own capacity. In other words, there is a low cost
of ownership, through sharing. Also, administrative overhead is low, because peer-to-
peer networks are self-organizing.
The Peer-to-peer pattern is scalable, and resilient to failure of individual peers. Also,
the configuration of a system may change dynamically: peers may come and go while
the system is running.
A disadvantage may be that there is no guarantee about quality of service, as nodes
cooperate voluntarily. For the same reason, security is difficult to guarantee. Perfor-
mance grows when the number of participating nodes grows, which also means that it
may be low when there are few nodes.

4.2.7 Event-bus pattern

Source Source

Channel Channel Bus

Listener Listener

Figure 4.11: Event-bus pattern

The Event-bus pattern is a pattern that deals with events. It works as follows: event
sources publish messages to particular channels on an event bus. Event listeners sub-
scribe to particular channels. Listeners are notified of messages that are published to a
channel to which they have subscribed.
Generation and notification of messages is asynchronous: an event source just gener-
ates a message and may go on doing something else; it does not wait until all event
listeners have received the message.
Channels may be implicit, for instance using the event pattern, implemented in the
Java event model. An explicit channel means that a subscriber subscribes directly at
specific named publisher; an implicit channel means that a subscriber subscribes to a
specific named channel (to a particular event type in the Java event model), and does
not need to know which producers produce for that channel.

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Examples

Event bus

code code project unit test project


changed changed recompiled ok recompiled

Unit test
Edit tool Build tool Debug tool
runner

Figure 4.12: Software development environment

The Event-bus pattern is used in process monitoring, in trading systems, and in soft-
ware development environments as is shown in Figure 4.12. Another example is real-
time data distribution middleware, like OpenSplice [40].

Issues in the Event-bus pattern

The Event-bus pattern has the following characteristics. New publishers, subscribers
and connections can be added easily, possibly dynamically. Delivery issues are impor-
tant: for the developer of an event listener, it is important to realize that assumptions
about ordering, distribution, and timeliness are hard to make. Also, scalability may be
a problem, as all messages travel through the same event bus: with an increase of the
number of messages, the capacity of the event bus may become the bottleneck.
The Event-bus pattern also allows several variations. The bus can provide event trans-
formation services, for instance, or the bus can provide coordination, to script specific
tasks.

4.2.8 Model-view-controller pattern

input
events view control
Controller View

change
notification
update query
model model

Model

Figure 4.13: Model-view-controller

In the Model-View-Controller pattern, or MVC pattern (see Figure 4.13), an interactive ap-
plication is divided into three parts: the model contains the core functionality and data,
the view displays the information to the user (more than one view may be defined), and
the controller handles the input from the user.
The MVC pattern is particularly suitable for multiple graphical user interfaces (GUIs).
The model does not depend on the number and kind of GUIs, so the pattern allows for
easy changes to the “look and feel”.
Consistency between model and view is maintained through notification. The MVC
pattern often uses the observer design pattern. User input can invoke a change in the
model, and a subsequent change in what the view displays, as is shown in the sequence
diagram of the MVC pattern in Figure 4.14.

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:Controller :Model :View

handle event
update model
notify

update view

query model

display

Figure 4.14: Sequence diagram of the MVC pattern

Examples

The MVC pattern was introduced with the Smalltalk programming language. It was
called a paradigm then: the concept of pattern did not exist.
Examples of the MVC pattern are web presentation (see the module on enterprise ap-
plication architecture), and the document-view architecture of Windows applications,
which enables users to see for instance OpenOffice Writer or Impress documents in
different views (think of print layout, web layout, overview).

Issues in the MVC pattern

The MVC pattern makes it easy to have multiple views of the same model, which can
be connected and disconnected at run-time. It is possible to base an application frame-
work on this pattern. Smalltalk development environments already did this.
However, the MVC pattern increases complexity. Not all visible elements lend them-
selves for separation of model, views and control: menus and simple text elements may
be better off without the pattern. Also, the pattern potentially leads to many unneces-
sary updates, when one user action results in different updates.
View and control are separated, but are very closely related. In practice, they are often
put together. Views and controllers are also closely coupled to the model. In web
applications, a change in the model (for instance adding an e-mail address to data
about persons) will lead to a change in the view and controller as well (the web site
will have to show the property, and the possibility to change the property should be
added as well).

4.2.9 Blackboard pattern

The Blackboard pattern is useful for problems for which no deterministic solution strate-
gies are known. Several specialized subsystems assemble their knowledge to build a
possibly partial or approximate solution.

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All components have access to a shared data store, the blackboard. Components may
produce new data objects that are added to the blackboard. Components look for par-
ticular kinds of data on the blackboard, and may find these by pattern matching.

KnowledgeSource
1..*
updateBlackboard()

1..*

1 1

Blackboard Control
solutions loop()
nextSource()
inspect()
update()

Figure 4.15: Blackboard pattern

Examples

Examples of problems in which the Blackboard pattern can be usefully applied are
speech recognition, submarine detection, or inference of the 3D structure of a molecule.
Tuple Space systems, like JavaSpaces, form another example of this pattern.

Issues in the blackboard pattern

Adding new applications is easy. Extending the structure of the data space is easy as
well, but modifying the structure of the data space is hard, as all applications are af-
fected. Furthermore, processes have to agree on the structure of the shared data space.
There may be a need for synchronization and access control.

4.2.10 Interpreter pattern

The Interpreter pattern is used for designing a component that interprets programs writ-
ten in a dedicated language. The interpreted program can be replaced easily.

Examples

Examples of the interpreter pattern are rule-based systems like expert systems, web
scripting languages like JavaScript (client-side) or PHP (server-side), and Postscript.

Issues in the Interpreter pattern

Because an interpreted language generally is slower than a compiled one, performance


may be an issue. Furthermore, the ease with which an interpreted program may be
replaced may cause a lack of testing: stability and security may be at risk as well.
On the other hand, the interpreter pattern enhances flexibility, because replacing an
interpreted program is indeed easy.

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4.3 Architectural styles

Patterns have been developed bottom-up: for a given problem, a certain kind of solu-
tion has been used over and over again, and this solution has been written down in the
form of a pattern.
Architectural styles on the other hand, have been formulated top-down: when you see
a software system as a configuration of components and connectors, you can classify
them according to the nature of the components and connectors. In general, patterns
will belong to one of those styles.
Mary Shaw and Paul Clements have proposed a classification of styles [47], based on
the constituent parts (components and connectors), control issues and data issues. This
classification is as follows:
– Interacting processes have their own thread of control. Communication may have
the form of asynchronous message passing, implicit invocation through events,
or remote procedure calls. When the Event bus pattern is implemented with in-
dependent processes or with objects with their own thread of control, this pattern
is an example of this style. The Client-server pattern and Peer-to-peer pattern are
examples as well.
– In the Dataflow style, data flows from one component to another, in a stream. A
pattern that belongs to this style is the Pipe-filter pattern. Some instances of the
Client-server pattern also belong to this style, for instance when a client is used
to receive and display streaming audio or video sent by a server.
– The Data centered style means that data is stored centrally. An example of this
style is the Blackboard pattern. Again, instances of the Client-server pattern may
belong to this style, when the main function of the server is to manage a database,
and clients are used to access that database.
– In the Hierarchical style, the system is partitioned into subsystems with limited
interaction. Patterns within this style are the Interpreter and the Layers pattern.
– The Call and return style has the calling process wait for the return of request. Pat-
terns within this style are the Master-slave and, again, the Layers pattern. Object-
oriented systems without threads are also an example of this style.

4.4 Applying patterns: KWIC example

A classical example to illustrate the differences between architectural patterns is the


KWIC problem: KeyWord In Context, introduced by Parnas [39]. In this section we
introduce this problem, and show how different architectural patterns can be used to
solve it. The KWIC example has been used for the first time to illustrate architectural
styles in [48].
The keyword in context problem takes as input a list of lines; a line is composed of
words. The output of the solution for the problem should be all “circular shifts” of
all lines, sorted. A circular shift is done by repeatedly removing the last word and
appending it at the beginning of the line. For example, with the input:

man eats dog

the output should be:

dog man eats


eats dog man
man eats dog

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Main

input output
file file
line-table index index-2

Input Circular shift Sort Output

Figure 4.16: KWIC, the classical solution

4.4.1 Shared data

Traditionally, the KWIC problem is solved using shared data and functional decompo-
sition. Figure 4.16 is a Yourdon structure chart [56] for the classical solution to the KWIC
problem. The processing elements are subroutines, and an arrow means an invocation.
The small arrows show which data is added to the shared data.
The Main subroutine invokes functions. The first invoked function reads the input file,
and adds a table of lines to the shared data. The second function performs the circular
shift, and adds the various shifted lines to the shared data (as a series of indexes to
indicate the order). The third function then sorts all these lines, and adds the resulting
lines to the shared data (once again using indexes). The last invoked function writes
the result to an output file.

4.4.2 Layers pattern

Main

Input Circular shift Sorted Lines Output

Input file Line storage Output file

Figure 4.17: KWIC, Layers pattern

An alternate solution to the KWIC problem uses the Layers pattern. In Figure 4.17, the
elements are objects, and the arrows denote method calls. No data is shared: commu-
nication of data is done through method calls only.
The advantage of this solution is that the data is hidden inside the objects, which means
that choices for data structures and algorithms are encapsulated in specific compo-
nents, and may therefore be more easily changed, by keeping the abstract interfaces as
they are.
The organization in layers is based on objects only calling methods from objects in the
same layer or in the layer directly beneath them.

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Bus

Input Circular shift Sorter Output

Input file Output file

Figure 4.18: KWIC, Event bus pattern

4.4.3 Event-bus

Another solution to the KWIC problem uses the Event-bus architecture. Components
that are interested in certain events are notified when those events become available.
That means that components are called implicitly.
Figure 4.18 is a dataflow diagram [57]. Elements are processes, and the arrows are data
in transfer between processes. The shifter will be invoked after the input process has
inserted the first line. Data should be shared between the input process and the circular
shift, and among the circular shift, the sorter and the output process. The sorter is
invoked each time the circular shifter has inserted a line in their shared data.
This solution does not offer the advantages of data hiding of the previous solution,
but it can be quicker because there may be parallelism. However, it is a complicated
solution, with two shared data spaces and an event bus.

4.4.4 Pipe-filter

Input Circular shift Sort Output

Input file Output file

Figure 4.19: KWIC, Pipe-filter pattern

Yet another possible solution to the KWIC problem uses the Pipe-filter pattern. In this
case a chain of transformers is constructed. We need a uniform data format to do that.
The same amount of parallelism as has been achieved in the event bus solution is pos-
sible here, in a less complicated system.
The same amount of data hiding as in the layered object-oriented solution is possible,
with the only drawback that there is a uniform data format for the pipes. This makes
the filters easier to work with, but when different data structures are chosen inside the
filters, there may be overhead because of translation between different data structures.

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4.5 Choosing a style


Which architectural pattern is best for a given situation depends on which require-
ments have the highest priority, such as:
– Maintainability: How easy or difficult is it to add an additional processing compo-
nent, for instance to filter certain words? How easy or difficult is it to change the
input format, such as adding line numbers? In the Pipe-filter pattern for instance,
adding a filter is very easy, but changing the input format might be hard.
– Reusability: Can individual components be reused in other systems? In this case,
the Pipe-and-filter pattern enhances reusability because of the uniform data for-
mat that is used.
– Performance: Is the response time small enough? Is overall resource behavior
(memory usage in this example) acceptable? Patterns that make use of paral-
lelism, such as the Pipe-filer pattern and the Event-bus pattern, will have better
performance. On the other hand, starting a complex system like the event bus
system, or transforming data in every filter using a different data structure, may
lower performance.
– Explicitness: Is it possible to provide feedback to the user? Per stage? This is not
possible in the Pipe-filter pattern for instance.
– Fault tolerance: For this example, there is no difference between the different so-
lutions, but had a Master-slave pattern been applied, fault-tolerance would have
been enhanced.
The list of requirements and their priorities will vary for every system. No rigid guide-
lines can be given to tell you which pattern will be the best in every case. Much also
depends on the implementation of the pattern. Independent processes, for example,
may be implemented using threads or using processes on different machines. The bal-
ance between communication and computation, the capacity of the processors involved
and the speed of communication between machines, among others, will decide which
implementation will have the best performance.

DISCUSSION QUESTIONS

1. In the previous module, we introduced the name tactic for an architectural de-
cision that influences the quality of the product. Architectural patterns can be
viewed as being constructed from tactics. Can you give some examples?
2. Once a pattern has been used in an architectural design, the reason for its use
may be forgotten and over time the design may start to diverge from the pattern.
Do you think this should be prevented? If so, how?
3. Design patterns often represent crosscutting concerns that can be implemented
using aspect-oriented programming or program transformation techniques. Is
the same true of architectural patterns?
4. In [8], the architecture of Linux is distilled from the source code. Do you recognize
patterns or styles in this architecture?

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Module 5

Patterns for enterprise applications

INTRODUCTION

Enterprise applications are software applications that perform business functions such
as accounting, production scheduling, customer information tracking, bank account
maintenance and the like. These applications are almost always hosted on servers, and
are used by multiple employees of the same organization, and sometimes by customers
as well.
Major subcategories of enterprise applications include enterprise resource planning,
customer relationship management, and supply chain management. Other categories
supply operations specific to the users’ industry, for example banking, insurance, uni-
versities, hospital management, or civilian government.
Enterprise applications have similar architectural characteristics. In this module, we
discuss these characteristics, and patterns for enterprise applications.

LEARNING OBJECTIVES
After having studied this module you should be able to:
– explain the characteristics of enterprise applications,
– describe problems in each of the three layers of enterprise applications,
– describe patterns to solve those problems,
– explain the advantages and the disadvantages of those patterns.

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5.1 Enterprise applications


An enterprise application usually has the following characteristics:
– Persistent data: Persistent data are data that are used in multiple runs of the pro-
gram. These data often persist for years and outlast programs and hardware.
– Voluminous data: The volume of data in enterprise applications is often in the
order of millions of records, usually organized in databases.
– Concurrent access: Concurrent access causes the need to ensure that two people do
not update the same data simultaneously. An example is formed by web-based
systems: many users may access such a system simultaneously.
– Complicated user interface: User interfaces often consist of hundreds of distinct
screens, customized for many different types of user.
– Integration with other applications: As an enterprise application rarely lives in isola-
tion, it should integrate with other applications: legacy software for instance. Dif-
ferent technologies may be used, and different collaboration techniques, which
makes integration a difficult job. Problems are even greater when integration
with software of business partners is needed. Sometimes even subtly different
meanings for the same fields, called conceptual dissonance, cause integration prob-
lems.
– Business logic: Business logic defines the operations, definitions and constraints
that apply to an organization in achieving its goals. Business logic is represented
as a set of conditions, constraints and business rules. Unfortunately, business
logic often has the form of an haphazard array of strange conditions that have
come about by seeking small advantages, and cannot be influenced by the IT
department.

5.1.1 Examples
Our first example of an enterprise application is a Business to Consumer (B2C) online
retailer, a business that sells goods to customers over the internet. Amazon.com, the
online bookseller that launched its site in 1995, is a well-known example of a B2C online
retailer. The major characteristic of this kind of application is the high volume of users.
That is why scalability is a high priority requirement for such a system. An application
for a B2C online retailer must be easily scalable by adding additional hardware. The
user interface of such applications has the form of a web presentation: everyone should
be able to access the application.
Our second example is an application to process lease agreements. A lease agreement
may concern renting buildings, cars or equipment, over a long period of time, espe-
cially for business use. This kind of application serves fewer users than an application
for a B2C online retailer does, has more complicated business logic (transactions may
take hours, for instance), and requires sophisticated presentation, often in the form of
a rich client (as opposed to a web-based user interface).
Our third example is an application for expense tracking for a small company. Such an
application has just a few users. Its business logic is simple. An important requirement
for such an application is that it should be easily and quickly adjustable, according
to the development of the company. Reusing the architecture and the development
methods of the two examples above would slow down the development of such a ap-
plication.

5.1.2 Three principal layers


An architectural pattern that is usually applied to enterprise applications is the Layers
pattern (see the module on architectural patterns). Enterprise applications have three

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principal layers:
– The presentation logic layer is responsible for the interaction with the user. A
command-line interface may be used, but in most cases the interface is a rich
client or a web interface.
– The domain logic layer contains the main functionality of the system. Here, input
is validated and results are calculated. This layer is often structured with objects
that model real-world concepts.
– The data source logic layer implements the communication of the domain logic layer
with a database, with messaging systems or with other applications.

5.1.3 Example: Java EE architecture

Figure 5.1: Java EE architecture

An example of an architecture with these three layers is the Java EE multi-tier archi-
tecture. Figure 5.1 shows four tiers on three machines. The difference between the
concepts of tier and layer is that a layer is concerned with the logical separation of func-
tionality, whereas a tier is concerned with the physical separation of functionality. In
this example, the web tier and business tier may run on two different machines; in this
case, they run on the same machine.
The client tier runs on the client machine, the web tier and the business tier on the Java
EE server machine, and the EIS tier on the database server machine. The client tier and
the web tier together form the presentation layer. The business tier contains the domain
logic and the datasource logic; the EIS tier contains the data that the data source tier
makes available.
The presentation logic in the Java EE architecture may be implemented using servlets
and JSP (JavaServer Pages), applets, JavaScript and Java applications (rich clients); the
business logic and the data source logic are implemented by Enterprise JavaBeans.
– Servlets contain Java code to generate HTML, similar to CGI (Common Gateway
Interface) scripts. Servlets all run in the same JVM (Java Virtual Machine) which
eliminates startup costs (CGI scripts run as separate processes, and thus incur
startup costs).
– JavaServer Pages (JSP) are similar to PHP pages: JSP pages contain code embedded
in HTML. Neither servlets nor JSP clearly separate HTML and logic. The logic
might be restricted to variables, but often the logic needs repetition or choice as
well. This results in pages with scripts and HTML entangled.

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MODULE 5. PATTERNS FOR ENTERPRISE APPLICATIONS

– Enterprise JavaBeans (EJB) are reusable components. They may be used for entities
(for instance database objects) as well as for sessions (the process of communi-
cation with a client). They are inherently distributed: communication is done
through the Java Remote Method Invocation (RMI) system or through CORBA.

Figure 5.2: Java EE server and containers

An EJB server provides an environment that supports the execution of applications de-
veloped with EJB components. It manages and coordinates the allocation of resources
to the applications. Enterprise beans typically contain the business logic for a Java EE
application.
An EJB server (like JBoss) provides one or more EJB containers (Figure 5.2). An EJB
container manages the enterprise beans contained within it. For each enterprise bean,
the container is responsible for registering the component, providing a remote interface
for the component, creating and destroying component instances, checking security
for the component, managing the active state for the component, and coordinating
distributed transactions. Optionally, the container can also manage all persistent data
within the components.

5.2 Patterns in the three layers

Each layer of an enterprise application has its own problems, and patterns to solve
them. We discuss the problems and the patterns by layer. The patterns are all described
in detail in [19]

5.2.1 Domain logic layer


For the domain logic layer, we discuss the Transaction script pattern, the Domain model
pattern, and the Table module pattern.

Transaction script pattern

The Transaction script pattern simply uses a single procedure for each action that a user
may want to do, such as Book a hotel room. An action may be as simple as viewing
some information in a particular way, or as complicated as making several changes in

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several databases. The advantage in enterprise applications, is that business logic is


organized around procedures, and that each procedure handles a single transaction. A
transaction has a well-defined endpoint, and should therefore be complete, on an all or
nothing basis.
In this pattern, a transaction may be organized as a separate class for each transaction
(in which case, it is an instance of the Command design pattern), or in classes that each
define a subject area of related transaction scripts. Calls to the database will be made
directly, or through a thin database wrapper.
The pattern is simple and easily understood, but it will inevitably lead to duplicated
code. The Transaction script pattern is in fact a form of classic procedural program-
ming, and has the disadvantage that there is a risk of duplication between transactions.
Refactoring all the duplication away will eventually lead to the Domain model pattern.

Domain model pattern

A domain model is an object oriented class model of a domain that incorporates both be-
havior and data. A domain model should be independent of other layers. It is therefore
usually easy to develop and test in isolation.
A domain model differs from a database model. Within a domain model, you may
make use of inheritance and of design patterns. Attributes within a class may be ob-
jects themselves, and behavior is an integral part of the model. Therefore, it is hard
to map a domain model to a database. Another disadvantage is the risk that data and
responsibility needed for single use cases lead to a bloated model.

Table module pattern

A table module is a single instance that handles the business logic for all rows in a
database table or view. The traditional object-oriented approach is based on objects
with identity, along the lines of a domain model. Thus, if we have an Employee class,
any instance of it corresponds to a particular employee.
A table module organizes domain logic with one class per table in the database, and a
single instance of a class contains the various procedures that will act on the data. The
primary distinction with domain models is that, if you have many orders, a domain
model will have one order object per order while a table module will have one object
to handle all orders.
The Domain model and Table module patterns are similar in that data and behavior
are packed together; the difference is in what an instance stands for: one object with
identity in the domain model pattern; all rows in a database table (translated to an
object model, every row would be translated in a single object) for the table module
pattern.
A mapping from this pattern to a database is very easy. Disadvantages are that direct
instance-to-instance relationships are not possible. For instance, when a row within a
table represents a person, relations between persons are not possible within the table
module pattern. Inheritance is only possible between tables; not between rows of a
table. Because the rows correspond with the objects in the domain that we model, it
will, in general, not be possible to use design patterns with this pattern, in contrast
to the domain model pattern. So, for complicated domain logic, the domain model
pattern works better.
An example of this pattern can be found in Microsoft COM and .NET applications,
where the record set is the primary repository of data in an application, which can be
passed directly to the user interface.

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5.2.2 Data source logic layer


In general, the data source logic layer has the responsibility to communicate between
the object-oriented domain model layer, and a database management system that “talks”
SQL. The issues are:
– It is awkward to embed SQL in a programming language, for instance because
programmers and database experts are different people. The general rule is to
keep SQL in separate classes, distinct from domain logic.
– There is a behavioral problem: the right objects should be loaded, and should
save themselves when modified. This can be complicated when several related
objects of the domain model are in memory (for instance a room, a person with an
address, and a reservation). Somehow, you must be certain that the data for these
objects are not modified without notifying the objects. In the other way around,
you must make certain that the database still is consistent when the objects are
modified and save their data to the database.
– The mapping of objects to tables poses a structural problem. Objects can handle
multiple references, by means of collections. When you map such a relationship
to tables in a database, the direction of the association is reversed (this will be
discussed in more detail below).

Mapping classes to tables

As long as they are not temporary, attributes of a class may be mapped to columns in a
table. In principle, each class maps to a table.

����� �����
� �
����� �����

������� �������
������ ������
��� ���
����� ��������
�����

Figure 5.3: Mapping of a collection field

In Figure 5.3, class Album holds multiple references to objects of class Track. In the
database, this is reversed: class Album is mapped to a table Album, with columns key
and title. Class Track is mapped to a table with columns key and title. In the
class diagram, Album has an attribute tracks that points to a collection of Tracks.
Such an attribute cannot be mapped to a column of table Album. Instead, table Track
gets a third column, albumkey. To see the tracks belong to a certain Album, we first
need the key of that Album, and then we do a query on the Track table, to get all
Tracks that have that specific albumkey.
Figure 5.4 shows two classes: Employee and Skill, related through a many-to-many
association. The class Employee is mapped to a table with at least a column for the key.
The class Skill is mapped to a table in the same way. To establish the relationship,
we need a third table, with a key, an employeekey and a skillkey as columns. To

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�������� �����

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Figure 5.4: Mapping of a many-to-many association

find all skills of a certain Employee, we first look up the key of that Employee, then
do a query on the Skill-Employees table to get all rows with that employeekey,
and then we do queries on the Skills table to find the skills that are pointed to by the
skillkeys we have found.
To find all Employees with a certain skill, we do the same, the other way around. This
is the association table mapping pattern.

Record set pattern


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Figure 5.5: Record Set pattern

Within the Record set pattern (Figure 5.5), you use an in-memory representation of tab-
ular data. In general, record set objects are provided by your software platform (for
instance, the row sets of JDBC). To get data from this, you usually have to invoke a
generic method with a (String) argument to indicate which field you want. Record sets
are easily manipulated by domain logic when you use the table module pattern.

Table data gateway pattern

A gateway in general is an object that encapsulates access to an external system or re-


source (see Figure 5.6). A gateway in the data source layer thus wraps all the special
API code (such as from JDBC, or SQL) in a class. The advantage of gateways is that
other objects do not need to be aware of the API or of a special language like SQL.

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MODULE 5. PATTERNS FOR ENTERPRISE APPLICATIONS

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Figure 5.6: Gateway pattern

A table gateway is a gateway that holds all the code for accessing a single table or view.
The table gateway may return the information in different forms:
– in a single data structure (for instance a Map). The disadvantage is that this does
not allow compile time checking.
– in a record set, as provided by the platform (see the record set pattern above).
This works well with the table module pattern in the domain logic layer.
– in a domain object from the domain model. This solution forces bidirectional
dependency, which is a disadvantage, because either the domain model will be
structured as the database, or the other way around. The Data mapper pattern
(discussed below) provides a better solution for the domain model pattern.

Data mapper pattern

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Figure 5.7: Mapper pattern

In general, a mapper is an object that sets up a communication between two subsystems


that should stay ignorant of each other, and should also be unaware of the existence of
the mapper, for instance between architectural layers. A mapper may be invoked by a
third subsystem, or as an Observer. See Figure 5.7.
A data mapper (Figure 5.8) is a layer of software that separates the in-memory objects
from the database. The data mapper encapsulates decisions about translation between
domain model and database schema. It introduces an extra layer between the domain
logic and data source logic layers.
With a data mapper, the in-memory objects (from the domain model) need not be aware
that there is a database present (and the database never knows about the objects that

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������ ������������
��������

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Figure 5.8: Data mapper pattern

use it), which is an advantage. As Figure 5.9 shows, the mapper first checks if the
domain object is already loaded. If not, it accesses the database, extracts the relevant
information, and creates the desired object. A problem is that objects are often interre-
lated; you have to stop pulling data back at some point. In this case, you may use the
Lazy load pattern, that does just what the name suggests.

: Mapper : Map : Database

find(93)
get(93)

null
«SQL»
: RecordSet

new
: Person

Figure 5.9: Sequence diagram for the data mapper pattern

5.2.3 Presentation layer, server-side


Web-browser-based interfaces have many advantages:
– No specialized client software has to be installed: the browser is used as a plat-
form for the web presentation.
– The application is accessible from anywhere.
– User interfaces follow a common approach.
What a web server does is interpret the URL of a request and hand over control to
an appropriate program or serve a static HTML page. Two kinds of programs are
distinguished, as we will discuss: scripts and server pages. A single web server can
handle many kinds of programs. A configuration file indicates which URL is to be
handled by which program.
For the presentation layer, this provides two ways to use logic (as opposed to using
static HTML): scripts and server pages.

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Server-side scripts

Scripts are programs in a general high-level programming language, that are inter-
preted on the server. A script may get data from parsing the HTTP request. It will
do some logic operations (often involving the logic layer), and generates HTML that is
sent back to the client.
An example of scripts on the server is formed by Common Gateway Interface (CGI)
scripts. They can be written in various languages. Perl is a popular language for CGI
scripts, because of the ease of regular-expression parsing. Another example is formed
by Java servlets. Servlets run as threads in one JVM, as we have said. Parsing of the
HTTP request is automated. The output (HTML) is generated with normal output
stream operators, which means that coding servlets is easy for any Java programmer.
However, web presentation is often the responsibility of graphical designers, and they
do not always have the programming skills to construct servlets (or other scripts).
As a side note, server scripts are not to be confused with client-side scripts, that may
be embedded in an HTML page. We will discuss those later.

Server pages

<html>
<body>
<%! S u b j e c t s s = new S u b j e c t s ( ) ; %>
C l i c k on any o f t h e s e s u b j e c t s :
<%
I t e r a t o r a l l = s . getAll ( ) ;
while ( a l l . hasNext ( ) )
{ S t r i n g Url = ( S t r i n g ) a l l . ne xt ( ) ;
%>
<p>
<a h r e f = " h t t p ://<%= Url %>. j s p " >
<%= Url%>
</a>
</p>
<%}%>
</body>
</html>

Figure 5.10: Server page

Server pages are pages written in HTML interspersed with code fragments, scriptlets
(see Figure 5.10). These code fragments are interpreted on the server, and will output
something that fits in the HTML code around it.
The advantage over servlets is that it is easier to see how the resulting HTML page
will look. The server pages technique works best if the results involved need little
processing. Examples of server pages are PHP (Hypertext Preprocessor), ASP (Active
server pages) and JSP (Java server pages).
In both techniques (scripts and server pages), logic and view (in the form of HTML)
tends to get tangled: in scripts, you have to follow the print-statements to see what
HTML is produced, whereas in server pages, you have to follow the scriptlets to see
what logic is involved. Several patterns help tackle this problem in the presentation
layer.

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Model-view-controller pattern

This is the same pattern that has been discussed in the module about architectural
patterns. Here it is applied to web presentation.
– The model represents information about the domain. In enterprise applications,
the logic layer is responsible for the model, usually using a domain model.
– The view is a display of the model in the user interface. In web presentations, the
view is an HTML page, generated or static.
– The word controller has many interpretations, which has lead to many misunder-
standings of the Model-View-Controller pattern. It would be better to use the
word input controller: the controller takes input, forwards it to the model, which
may change as a reaction, and causes the view to be updated.
In standalone applications, the separation of view and controller is usually neglected.
In web applications, it is useful to use a script (a servlet for instance) for input interpre-
tation, and a server page for response formatting.

Page controller

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Figure 5.11: Page controller pattern

A page controller is an object that handles an action initiated on a specific web site, with
one controller per page. The web server receives HTTP requests (both GET and PUT
requests: the difference is that GET requests consist of a URL, sometimes followed by
parameters, whereas a PUT request consists of a URL and a separate ‘package’ of data),
and passes control to the page controller. The page controller inspects the URL and the
data, and decides what to do: data will be carried over to the model, which will process
them, and the results will be passed to a script or server page in the view, that will show
the results in a page. An alternative to page controller is a front controller, which handles
all requests for an entire web site.
As in the MVC pattern, the page controller is often a servlet, although the view is
implemented by server pages. The responsibilities of the page controller are:
– Decode the HTTP request and extract (form) data.
– Create and invoke model objects to process the data.
– Notify the appropriate view of the resultant changes in the model.
Figure 5.12 shows a servlet functioning as a page controller. The method

doGet(HttpServletRequest, HttpServletResponse)

is a standard method in javax.servlet.http.HttpServlet, that one has to rede-


fine to get the required behavior. The method forward is not standard, but is defined

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MODULE 5. PATTERNS FOR ENTERPRISE APPLICATIONS

class ArtistController
extends j a v a x . s e r v l e t . h t t p . H t t p S e r v l e t
{ ...
public void doGet
( H t t p S e r v l e t R e q u e s t r e q u e s t , H t t p S e r v l e t R e s p o n s e res ponse )
throws IOException , S e r v l e t E x c e p t i o n
{ Artist artist =
A r t i s t . findNamed ( r e q u e s t . getParame ter ( " name " ) ) ;
i f ( a r t i s t == n u l l )
forward ( " / M i s s i n g A r t i s t E r r o r . j s p " , r e q u e s t , response ) ;
else
{ request . setAttr ibute
( " h e l p e r " , new A r t i s t H e l p e r ( a r t i s t ) ) ;
forward ( " / a r t i s t . j s p " , r e q u e s t , re sponse ) ;
}
}
}
}

Figure 5.12: Servlet as page controller

in a superclass for all page controllers. It is supposed to forward the result to the ap-
propriate view to display the result. The server page artist.jsp is an example of a
template view with a helper object, which will be explained below.

Template view pattern

class ArtistHelper
{
private Artist a r t i s t ;

...

public S t r i n g getAlbumList ( )
{
S t r i n g B u f f e r r e s u l t = new S t r i n g B u f f e r ( ) ;
r e s u l t . append ( " <ul > " ) ;
f o r ( I t e r a t o r i = a r t i s t . getAlbums ( ) . i t e r a t o r ( ) ; i . hasNext ( ) ; )
{ Album album = ( Album ) i . next ( ) ;
r e s u l t . append ( " < l i > " ) ;
r e s u l t . append ( album . g e t T i t l e ( ) ) ;
r e s u l t . append ( " </ l i > " ) ;
}
r e s u l t . append ( " </ul > " ) ;
}
}

<%= h e l p e r . getAlbumList ()%>

Figure 5.13: Template view with helper object

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<album> < x s l : t e m p l a t e match= " album " >


<title> <html>
Rubber Soul <body b g c o l o r = " white " >
</ t i t l e > < x s l : a p p l y −t e m p l a t e s />
<artist> </body>
The B e a t l e s <html>
</ a r t i s t > </ x s l : t e m p l a t e >
<tracks> < x s l : t e m p l a t e match= " album/ t i t l e " >
<track> <h1>
<title> < x s l : a p p l y −t e m p l a t e s />
Drive My Car </h1>
</ t i t l e > </ x s l : t e m p l a t e >
</ t r a c k > < x s l : t e m p l a t e match= " a r t i s t " >
<track> <p>
<title> <b> A r t i s t : </b>
Norwegian Wood < x s l : a p p l y −t e m p l a t e s />
</ t i t l e > </p>
</ t r a c k > </ x s l : t e m p l a t e >
...
</ t r a c k s >
</album>

Figure 5.14: Transform view

A template view renders information in HTML by embedding markers in an HTML


page, that are replaced at view time by the result of a computation. The Template view
pattern can be implemented in different ways:
– Using XML tags, which are ignored by WYSIWYG (what you see is what you get)
HTML editors. Graphical designers can therefore use template pages in such an
editor, without any programming experience.
– Using special text markers, which give you more syntactical freedom than markers
in XML.
– Using server pages, such as ASP, PHP or JSP. Server pages are an instance of the
Template view pattern. The advantage is that it is possible to represent arbitrary
program logic, but this is a disadvantage as well, because the separation between
model and view is easily broken, and because graphical designers (responsible
for the look and structure of the page) and programmers (responsible for the
logic) have to work on one and the same page.
– Using helper objects that contain programming logic. In this implementation you
define a helper object for every page, and let scriptlets on the page only make
calls to this helper object. It is then easier for non-programmers to maintain the
page. In Figure 5.13, the class ArtistHelper is the class for the helper object; the
scriptlet on the page where the helper object is called is shown below the source
of the class.

Using helper objects is much cleaner than embedding the repetition in the server page
as shown in Figure 5.10. With helper objects, the server page only has to contain a single
method call (as a Java expression, not a scattering of code fragments). The helper class
does contain a little HTML, but only for formatting purposes.

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Transform view pattern

In the Transform view pattern, domain data is processed element by element, and trans-
formed into HTML. Where a template view is organized around the form of the output,
a transform view is organized around the separate transforms for different elements.
In Figure 5.14, every time a tag album is encountered in the xml snippet on the left,
HTML tags for html and body are written as is specified in the xslt snippet on the right,
the transforming process goes on, and when done, the end tags are written. Every time
a tag title is encountered within an album, a H1 HTML tag is written, the title is
written, and the H1 endtag is written.
In implementations of this pattern, the domain data is most often encoded in XML,
and the transformation is most often done using XSLT (Extensible Stylesheet Language
Transformation), a functional language for presenting XML data in HTML form, or any
other form. Several API’s have the possibility to present the result of the domain logic
as XML, e.g. JAXB. The XML is domain oriented; in the XSLT we decide the form the
output takes as a web page.
The Transform view pattern avoids two of the biggest problems with template view:
The transform is focused on rendering HTML and avoids mingling this with domain
logic, as is often the case within the Template view pattern. Furthermore, it is easy to
run the transform view and capture the output for testing, while the template view can
only be tested on a web server.

5.2.4 Presentation layer, client-side

There are several techniques to provide a richer user experience than is possible with
plain (static or server-generated) HTML.

Java applets

Java applets are Java programs that run within the browser. The advantages are that
they may provide the look and feel of a rich client within the browser, and that you
have the full power of Java. Security issues are solved: applets run within a sandbox,
imposing strict limitations on access to system resources.
Disadvantages are that applets require the browser to have the right version of Java,
and that there is no cooperation from e.g. Microsoft Internet Explorer: users must then
install Java separately to be able to make use of applets.

Canvas

The HTML5 Canvas element makes it possible to draw, using a script language such
as JavaScript, in that element on the webpage.It is possible to add events handlers to
areas in the drawing, which makes it possible to create graphical applications with
interaction.
Advantages are that it makes highly dynamic pages possible, that no plugin is required,
and that it works with every modern browser.
A disadvantage is that it needs JavaScript programmer skills to develop an applica-
tion. There are libraries available, but one needs to be an experienced JavaScript pro-
grammer to work with the HTML5 canvas element. An authoring environment for
non-programmers (still) lacks.

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DHTML
DHTML stands for Dynamic HTML. It consists of the combination of HTML, CSS,
JavaScript and the DOM.
– HTML is the markup language for web pages.
– CSS (Cascading Style Sheets) makes it possible to inform the browser about styles
(color, font, width of elements, etc) to use for HTML elements.
– DOM stands for Document Object Model. Using the DOM, a web page is rep-
resented as an object, and each element of the page can be accessed separately.
Accessing elements of a page can be done using client-side scripting, for instance
using JavaScript.
Using DHTML, it is possible to dynamically change style properties of a certain ele-
ment of a page (for instance by making elements visible or invisible). Such changes
may be done as a reaction to input from the user (from the mouse or the keyboard)
or changes may be timed. Because the scripts are interpreted by the browser, there
is no need to communicate with the web server. Using the canvas element to create
graphical, interactive programs, is a specialized example of DHTML.
The advantage of DHTML is that it requires no plugin, and that it works within ev-
ery (new) browser (unless the user has disabled JavaScript). Disadvantages are that
older browsers may support different versions of JavaScript, that different browsers
have different interpretations of the Document Object Model, and may also differ in
their support for CSS. Support is getting better with each new version of browsers,
fortunately.

XML derivatives
Several XML derivatives exist, such as:
– XUL (XML User Interface Language), for Firefox,
– XAML (eXtensible Application Markup Language), for Microsoft Windows Vista,
– MXML (Maximum eXperience Markup Language), for Macromedia Flex + Ac-
tionScript,
– XAMJ: open-source alternative to XAML, based on Java (clientlet architecture).
The disadvantages are obvious: at this moment, there is no standardization between
browsers.

Ajax
Ajax is an acronym for Asynchronous JavaScript And XML. It was first introduced by
James Garrett of Adaptive Path in 2005 [21]. Ajax is based on the XMLHttpRequest
object, which is not standardized, but implemented similarly in Internet Explorer,
Firefox, Mozilla, Safari, Opera, Konqueror, etc.
The general idea of Ajax is to enhance the responsiveness of web pages. Instead of
getting a whole new page after some action of the user (with the corresponding wait
time), an XMLHttpRequest is sent to the server. The server responds by sending back
data (for instance encoded in XML), which are placed on the page by JavaScript (by
accessing the DOM), without a page reload.
Advantages are that it requires no plugin, only JavaScript in the browser, and that it
works with arbitrary server-side techniques. Disadvantages are that it is easy to violate
user’s expectations about the behavior of web applications. It is possible to implement
the functionality of the “Back” key for instance, but the developer has to implement it
explicitly. Many Ajax sites therefore do not react to the Back key as the user expects.
Well-known examples of the use of Ajax are Google’s applications (GMail, Google
maps), Flickr or Amazon.

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5.3 Concurrency problems

Enterprise applications are inherently concurrent. Concurrent applications are almost


impossible to test, and hard to reason about because of state explosion. Most concur-
rency problems in enterprise application development can be avoided by using trans-
actions.
An even harder problem is formed by offline concurrency, because interactions cannot
be placed within a single database transaction. An example containing this kind of
transactions is version control systems.
This section discusses several patterns to tackle concurrency problems.

5.3.1 Optimistic and pessimistic locking


Using optimistic locking, all users can freely read and edit the file or resource. Only at
the point of committing changes, concurrency control detects conflicts. This pattern
works if conflicts are relatively rare and not very painful (for instance when automatic
merges are possible).
Pessimistic locking means that whoever checks out the file or resource first prevents
anyone from editing it. This pattern prevents conflicts rather than detecting them. A
disadvantage is that it hinders progress. Another disadvantage is that it may lead to
a deadlock situation (imagine two eaters, one with a fork and one with a knife, each
waiting for the other utensil before being able to eat their stake).
You should always pick optimistic locking, unless the consequences of a conflict are
completely unacceptable.

5.3.2 Transactions
A transaction is a bounded sequence of work with well-defined begin and end points.
Software transactions should be ACID: atomic, consistent, isolated and durable.
– Atomic means that every step must complete successfully within the bounds of
the transaction or all work must roll back.
– Consistent means that the system must be in a non-corrupt state between transac-
tions.
– The transactions are isolated when the results of a transaction in progress are not
visible until it commits successfully.
– The transactions are durable when the results of a committed transaction are per-
manent, i.e. survive a crash of any sort.
The SQL standard defines several levels of transaction isolation. Several problems may
occur in concurrent transactions. The highest level of isolation avoids them all; the
lowest level of isolation allows them all. The problems that may occur are:
– Dirty Read: A session reads rows changed by transactions in other sessions that
have not been committed. If the other session then rolls back its transaction,
subsequent reads of the same rows will find column values returned to previ-
ous values, deleted rows reappearing and rows inserted by the other transaction
missing.
– Non-repeatable Read: A session reads a row in a transaction. Another session then
changes the row (Update or Delete) and commits its transaction. If the first ses-
sion subsequently re-reads the row in the same transaction, it will see the change.
– Phantoms: A session reads a set of rows in a transaction that satisfies a search con-
dition (which might be all rows). Another session then generates a row (Insert)
that satisfies the search condition and commits its transaction. If the first session
subsequently repeats the search in the same transaction, it will see the new row.

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The levels of isolation are:


– Serializable transactions completely isolate each transaction from other active trans-
actions. After initiation, a transaction can only see changes to the database made
by transactions committed prior to starting the new transaction. This is the high-
est level of isolation. Serializable transactions are necessary to be sure of correct-
ness, but they are very bad for system liveness and throughput.
– Repeatable Read transactions allow for phantoms.
– Read committed transactions allow for unrepeatable reads.
– Read uncommitted transactions allow for dirty reads.

5.3.3 Session state


Many client interactions are inherently stateful. For example, in a shopping cart appli-
cation a basket of a client is his local state. A stateful server is usually inefficient, as it
needs to remember state during the complete user’s session and this requires at least
one object per user.
Session state is different from persistent data stored in the database. The problem with
session state is isolation: it exists within a single transaction and may be inconsistent
(e.g. during editing).

Client session state pattern

The Client session state pattern stores the session state on the client. This is easy within
a rich client application. For HTML interfaces, three common ways to store the session
state are:
– URL parameters: The session state is kept as parameters in the URL, which means
that the server receives the session state with each HTTP-request. Links on a
respond page take the session state as a parameter. Such a URL looks like:

http://www.barnesandnoble.com/index.asp?userid=uF7IWlCAnh

– Hidden fields: Hidden fields in a form are similar to text fields, with the difference
that they not show on the page. Information can be stored in a hidden field on the
page, and will be sent back to the server together with the information that the
user has entered in the form. A disadvantage is that they are not secure: anyone
can look at the data by looking at the source of the page.
– Cookies: A cookie is a message given to a web browser by a web server. The
browser stores the message in a text file. The message is sent back to the server
each time the browser requests a page from the server. The main purpose of
cookies is to identify users and possibly prepare customized web pages for them.
When you enter a web site using cookies, you may be asked to fill out a form pro-
viding such information as your name and interests. This information is pack-
aged into a cookie and sent to your web browser which stores it for later use. The
next time you go to the same web site, your browser will send the cookie to the
web server.
The name cookie derives from UNIX objects called magic cookies. These are tokens
that are attached to a user or program and change depending on the areas entered by
the user or program. Both URL’s and cookies have size limitations.

5.3.4 Distribution strategies


It is not recommended to build a distributed application by putting different compo-
nents of for instance the domain logic layer (such as a component for invoices, a com-

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MODULE 5. PATTERNS FOR ENTERPRISE APPLICATIONS

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Figure 5.15: Remote Façade

ponent for customers, a component for orders and a component for deliveries) on dif-
ferent machines, because remote procedure calls are orders of magnitude slower then
local procedure calls.
A local interface must be fine-grained to take advantage of object oriented principles
like overriding and delegation. A remote interface is optimized not for flexibility and
extensibility but for minimizing the number of calls that are necessary. Therefore you
cannot take a component designed to work as a single process and put it on a remote
machine. One effective use of multiple processors is clustering: run multiple copies of
an entire subsystem on various nodes. Let the subsystem have a course-grained façade
and minimal communication with the rest of the system. That is what the Remote
Façade pattern does.

Remote façade pattern

The Remote façade pattern is an instance of the Façade design pattern. It provides a
course-grained façade on fine-grained objects to improve efficiency over a network.
The fine-grained objects contain the domain logic. Remote façade replaces all the get-
ters and setters of the individual objects by a bulk access method, as is shown in Fig-
ure 5.15.
In Figure 5.15, the remote façade corresponds to a single domain object. More often, the
façade combines data from several different objects. You may have different façades
for different clients. The façade’s methods form a natural point to enforce security.
Otherwise, it’s a thin skin with no responsibility or domain logic of its own.

DISCUSSION QUESTIONS

1. How would you decide among the various patterns handling a similar problem,
e.g. among the Transaction script pattern, the Domain model pattern and the
Table module pattern?
2. Do you favor server-side presentation (as in the Template view pattern) or client-
side presentation (as in Ajax)? What arguments could decide the choice?
3. Should a source code repository use optimistic or pessimistic locking? Why?

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Module 6

Patterns for enterprise application integration

INTRODUCTION

Enterprises are typically comprised of hundreds of applications. Those applications


are different in several respects: some of them are custom built, some applications are
built by third parties, and some applications are legacy software: software that has
been built a long time ago, which functions and is vital to the enterprise, but often runs
on old hardware while few system engineers know enough of those systems to apply
changes.
Those applications of different origin should work together to fulfill the business needs:
even simple customer transactions can easily span several different systems: the cus-
tomer relations system, the application that monitors the inventory, the system that
processes orders, applications for shipping, tax, billing, etc.
To create a single, big application to run a complete business is next to impossible.
Even if it would be possible, it is not desirable: it is difficult to apply a change in such
a huge system. Spreading business function across multiple applications provides the
business with the flexibility to select the ‘best’ package for each functionality.
In this module, we will discuss concepts that play a role in system integration such as
loose coupling, and discuss solutions for enterprise integration in the form of patterns.

LEARNING OBJECTIVES
After having studied this module you should be able to:
– explain the requirements for the integration of enterprise applications,
– describe different patterns to integrate applications while introducing
or maintaining loose coupling,
– discuss the advantages and disadvantages of patterns for enterprise
application integration.

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MODULE 6. PATTERNS FOR ENTERPRISE APPLICATION INTEGRATION

6.1 Enterprise application integration


Simple customer transactions in enterprise applications can easily span several differ-
ent systems. So, in order to support an enterprise, systems integration is unavoidable.
However, all integration solutions have to deal with a few fundamental challenges:

• Integration requires a shift in corporate politics: groups will no longer control


a specific application because each application is now part of an overall flow of
integrated applications and services.
• Because of wide scope, integration efforts have far-reaching implications on the
business: the proper functioning of the integration solution becomes vital to the
business. A misbehaving integration solution can cost a business millions of
dollars in lost of orders, misrouted payments, and disgruntled customers [24].
Developers of integration solutions have limited amount of control over partic-
ipating applications. In most cases the applications are the legacy systems or
packaged applications.
• Despite the widespread need for integration solution, only few standards have
been established in this domain: examples are CORBA, XML, and web services.
There is almost always a lack of interoperability between “standards compliant”
products.
• Common standards of presentation do not imply common semantics. Existing
XML web services standards address only a fraction of the integration challenges.
The frequent claim that XML is the lingua franca of system integration is some-
what misleading. XML is like an alphabet, it is used to represent many languages
which cannot be readily understood by all users. XML does no imply common
semantics. The notion of account, for instance, can have many different connota-
tions, constraints, and assumptions.
• All integration solutions have complex operation and maintenance because of
mix of technologies.

6.1.1 Types of integration


Integration means connecting computers systems, companies or people. The following
six types of integration appear in many integration projects.

1. Information portals aggregate information from multiple sources into a single dis-
play. Many business users have to access more than one system to answer a
specific question. Simple information portals divide the screen into multiple
zones. Sophisticated information portals provide interaction between zones so
that changes in one zone affect another.
2. Data replication. Many systems require access to the same information. For exam-
ple, a customers address may be used in the customer care system (when the cus-
tomer calls to change it) and in the shipping system (to label the shipment). Both
systems have their own data stores to store the customer related information.
When a customer calls a change his address, all these systems need to change
their copy of the customers address. Data replication means distributing changes
across the data stores of all systems.
3. Shared business functions. Applications tend to implement redundant function-
ality. For example, multiple systems may need to check whether the address
matches the specified postal code. It makes sense to expose these functions as a

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shared business function that is implemented once and available as a service to


other systems. This approach eliminates the need for data replication by allowing
various systems to request data when it is needed rather than permanently save
a redundant copy. Whether this is practicable depends on the amount of control
we have over the systems, and the frequency of access vs. change.
4. Service-oriented architectures. A service is a well-defined function that is univer-
sally available and responds to requests (e.g. a shared business function). If there
are many such services, we need a service directory. And each service needs
to describe its interface in such a way that an application can negotiate with it.
Service-oriented architectures will be discussed in a separate module.
5. Distributed business processes is a single distributed application. A distributed pro-
cess usually contains a component to coordinate business processes. The bound-
ary between distributed business procedures and service-oriented architecture is
a fuzzy one. For example, we can expose all relevant business functions as ser-
vices and then encode the business process inside an application.
6. Business-to-business integration. In many cases, business functions may be avail-
able from outside suppliers or business partners. Business-to-business integra-
tion comes across the enterprise boundary.

Many integration projects consist of combination of multiple types of integration.

6.2 Loose and tight coupling


The core principle behind loose coupling is reducing the assumptions the two parties
make when they exchange information. The parties are components, applications, ser-
vices, programs and users.
The opposite of loose coupling is tight coupling. The more assumptions two parties
make about each other and the common protocol, the more efficient the communication
can be, but the less tolerant the solution is of interruptions or changes.
An example of tight coupling is a local method invocation. Invoking a local method in-
side an application is based on a lot of assumptions between the called and the calling
routine. Both methods have to run in the same process, be written in same language (or
at least use a common intermediate language or byte code. The called method starts
processing immediately after the calling method makes the call. Another example is
synchronous invocation. In this case the calling method will resume processing only
when the called method completes.
Many integration approaches make remote communications by packaging a remote
data exchange into the same semantics as a local method call. This strategy resulted
in the notion of Remote method invocation (RMI) or Remote procedure call (RPC). RPC or
RMI is supported by many popular frameworks and platforms: CORBA, Java RMI and
RPC-style web services. RMI mimics local method invocation because developers are
familiar with that, and it allows postponing distribution decisions until deployment
time.

6.2.1 Example: TCP/IP low-grade integration


An example of low-grade integration using TCP/IP is shown in Figure 6.1. The exam-
ple is written in C#, but it is similar in Java or C. This code opens a socket connection
to the address securis.cs.uu.nl and sends two items (the amount of bytes and the
receiver name) across the network. No expensive middleware is required.
There are, however, some problems with this integration attempt:

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String hostName = "securis.cs.uu.nl";


int port = 80;
IPHostEntry hostInfo = Dns.GetHostByName(hostName);
IPAddress address = hostInfo.AddressList[0];
IPEndPoint endpoint = new IPEndPoint(address, port);
Sock socket = new Socket
( address.AddressFamily},
SocketType.Stream},
ProtocolType.tcp
);
socket.Connect(endpoint);
byte [ ] amount = BitConverter.GetBytes(1000);
byte [ ] name = Encoding.ASCII.GetBytes("SWA");
int bytesSent = socket.Send(amount);
bytesSent = socket.Send(name);
socket.Close();

Figure 6.1: Low-grade integration: TCP/IP

• The integration method works only for byte streams: that is why we need the
BitConverter class. The internal representation of a data type varies across
systems (an integer may be 32 bits in one programming platform, but may be 16
or 64 in other systems).

• The method disregards differences in binary representation: e.g. big-endian ver-


sus little-endian formats. A big-endian format stores numbers starting with the
highest byte first, while little-endian systems store the lowest byte first.

• The target computer is hard-coded. But what if we want to move to a different


computer? What if the computer fails?

• TCP/IP protocol establishes temporal dependency between the machines. TCP/IP


is connection-oriented protocol. Before any data can be transformed, a connection
has to be established first. Establishing a TCP connection involves IP packages
traveling back and forth between sender and receiver. This requires that both
machines and the network must be available at the same time. If any of the three
pieces are not available due to high load, the data cannot be sent.

• The protocol relies on a strict data format. In the example we send two parame-
ters: the amount of bytes and the receiver’s name. We cannot add more parame-
ters without modifying both sender and receiver.

6.2.2 Introducing loose coupling


To move from tight coupling (like in the example of the socket connection) toward loose
coupling, one should:
– remove assumptions about the data format by introducing a standard format like
XML,
– remove assumptions about the address of the target machine (in the example, the
hostname and the port number) by sending to an addressable channel (a logical
address that both sender and receiver can agree on without being aware of each
other’s identity),
– remove assumptions about time by allowing a channel to queue messages,

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– remove assumptions about data format by allowing for transformation inside the
channel,
– and when the strategies above result in code that is becoming too complex, intro-
duce message-oriented middleware.

6.2.3 Application integration criteria


What is a good application integration solution? The following are some main decision
criteria:
– Application coupling. Integrated applications should minimize dependencies on
each other so that each can evolve without causing problems for the others.
– Intrusiveness. Developers should minimize both changes to the application neces-
sary to integrate it into the enterprise and the amount of integration code needed.
– Technology selection. Different integration techniques require various amount of
specialized software and hardware. Such tools can be expensive, cause vendor
lock-in, and increase the learning curve. On the other hand creating an integra-
tion solution without tools may mean reinventing the wheel.
– Data format. Integrated applications must agree on the format of the data they
exchange. If existing applications do not agree on the data format and insist on
different data formats, an intermediate translator is needed for unification.
– Data timeliness. Integration should minimize the length of time between when
one application decides to share some data and other application have that data:
the longer sharing takes, the greater the opportunity for applications to get out of
synchronization.
– Functionality sharing may provide a better abstraction than data sharing. But in-
voking functionality in a remote application is different from local calls.
– Remote communication. Calling a remote sub-procedure is much slower than a
local one, so a procedure may not want to wait for the result but prefer to invoke
asynchronously.
– Reliability. Remote connections are not only slow, but much less reliable than a
local function call. When a procedure calls a sub-procedure inside a single ap-
plication, it is a given that the sub-procedure is available. It is not necessarily
true when communicating remotely: the remote application may not be running,
network may be unavailable etc.
All these different criteria must be considered when choosing an integration approach.

6.3 Integration patterns


There is no one integration approach that addresses all criteria equally well. The vari-
ous approaches can be summed up in four integration patterns or styles:
– File transfer. Each application produces files of shared data for others to consume.
– Shared database. The applications store the data they wish to share in a common
database.
– Remote procedure invocation. Each application exposes some of its procedures for
remote invocation, to initiate behavior and exchange data.
– Messaging. Each application connects to a common messaging system.
All four integration patterns are discussed subsequently.

6.3.1 File transfer pattern


The File transfer pattern is applied if an enterprise has multiple applications that are
being built independently, with different languages and platforms. Figure 6.2 shows a

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data flow diagram of this pattern (with a “file” symbol borrowed from flow charting,
not UML). When the pattern is used, then:
– Each application produces files that contain the information the others must con-
sume;
– Integrators take the responsibility of transforming files into different formats;
– The applications produce files at regular intervals according to the nature of the
business.

F ile
A p p A E x p o rt Im p o rt A p p B

Figure 6.2: File transfer

When using the File transfer pattern, the developers must agree on, and provide
– File-naming conventions;
– Directories for file storage;
– A strategy to keep file names unique;
– The responsibility for deleting old files;
– Locking mechanism.
A component of this integration pattern gets the responsibility for deletion of old files.
It must also be informed by the sender side when a file is old. Both sides must agree
beforehand on the criterion.
The pattern implements a locking mechanism to ensure that one application is not try-
ing to read the file while another is still writing it. The locking mechanism may be
replaced by timing conventions.
With more frequent updates, the File transfer pattern resembles the Messaging pat-
tern (discussed in Section 6.3.4). The remaining problem is managing all the files that
get produced, ensuring that they are all read and that none of them get lost. Also pro-
cessing files tends to have a high overhead, so it is better to have specialized support.

Advantages
The advantages of this pattern are the following:
– integrators need no knowledge of the internals of an application;
– no tools or integration packages are needed.

Disadvantages
The systems integrated using the File transfer pattern can easily get out of sync. Some-
times this is not a big deal: if you change your address, you expect mail to arrive at the
old address for some days or even weeks. But sometimes it is really important (think of
airline reservations), and in that case file transfer is not the obvious choice. A strategy
must be chosen for resolving inconsistent changes.
Another example, a customer management system can process a change of address and
produce an extract file each night, but the billing system may send the bill to an old
address on the same day. This can lead to inconsistencies that are difficult to resolve.
Organizations should have strategies for resolving inconsistent changes. The longer
the period between file transfers, the more likely the inconsistencies can become. The
File transfer pattern is not suitable when everyone must have the latest data in an en-
terprise. Even with rapid updates of files, the inconsistencies remain a problem of the
File transfer pattern.

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The File transfer pattern may not enforce data format sufficiently. Many integration
problems come from incompatible ways of looking at the data. This causes the so
called semantic dissonance that cannot be resolved by data format transformations. Se-
mantic dissonance means that different applications have similar concepts with subtly
different meanings.
For instance, a “CS major” may mean:
– a student whose present major is CS (Computer Science),
– the above or a former student whose major at the time of graduation was CS,
– a student whose major at the time of initial registration was CS,
– one of the above with the proviso that their studies are financially supported by
the government (no second degrees, no non-EU students),
– one of the above with the proviso that they have no outstanding financial obliga-
tions,
– one of the above with the proviso that they have not been advised to abandon the
field,
All of the above mentioned semantics are actually used in different management ap-
plications within the Utrecht University!
Both problems of the File transfer pattern are solved with a central, agreed-upon data
store that all of the applications share. Inconsistencies, however, remain a problem.
They can be solved by assigning to one application the ownership and responsibility
for a certain piece of data, but then the system will have to remember and enforce this.

6.3.2 Shared database pattern


The Shared database pattern (Figure 6.3) improves upon the File transfer pattern because
it makes data available more quickly and enforces an agreed-upon set of data formats.

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Figure 6.3: Shared database

Advantages

The Shared database pattern guarantees consistency of data. Moreover, in this pat-
tern the simultaneous updates can be prevented by transaction management systems.
Transformation of data is unnecessary. Practically all application development plat-
forms can work with SQL. Semantic dissonance is avoided. Meaning of data is dealt
with beforehand in database design.

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MODULE 6. PATTERNS FOR ENTERPRISE APPLICATION INTEGRATION

Disadvantages

It is difficult to come up with a database design that can meet the needs of multiple
applications. Often this results in a schema that individual application programmers
find difficult to work with. This creates political pressure from departments to separate
their data.
A harder problem is external packages. Most packaged application won’t work with a
schema other than their own. Also, software vendors tend to change the schema with
every new release.
The database can become a performance bottleneck. A performance bottleneck occurs
when many applications need to operate on the database and block each other out.
It might even lead to a deadlock. Accessing a single-location database might be too
slow, and a distributed database is more prone to ownership confusion and blocking
conflicts.

6.3.3 Remote procedure invocation pattern

How to integrate multiple applications so that they work together and can exchange
information? The applications are built independently, using different languages and
platforms. The applications need more than just sharing data, as in the File transfer
and Shared database patterns.
The Remote procedure invocation pattern enables the applications to share functionality,
not just data. In the Remote procedure invocation (RPI) pattern, each application is
a separate component with encapsulated data, which provides an interface to allow
other applications to interact with the running application. Figure 6.4 shows a UML
deployment diagram where two components have a remote procedure invocation.
A number of technologies, such as Unix RPC (remote procedure call), JSON-RPC,
CORBA or Java RMI (remote method invocation) implement the Remote procedure
invocation pattern. Standards such as SOAP also allow RPI-style Web services.

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Figure 6.4: Remote procedure invocation

RPI is more than just sharing data. The Shared database pattern provides an unencap-
sulated data structure. In order to apply object-oriented techniques like information
hiding, we want to hide the raw data behind access methods, but this behavior needs
to be copied at every location. If we want to centralize the functionality of the Data
mapper pattern, we need a way to call its methods remotely.

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Advantages

RPI makes it easier to deal with semantic dissonance: a component may provide sepa-
rate interfaces for different kinds of clients. Also, it is easy to program, because remote
procedure or method invocation mimics local procedure or method calls.

Disadvantages

The fact that the Remote procedure invocation pattern mimics local procedure invoca-
tion is a disadvantage at the same time: it hides the big differences between those two
with respect to reliability and performance.
Also, the Remote procedure invocation pattern involves tight coupling. This is due to
synchronization, because one component waits while the other completes the proce-
dure invocation, and due to interface dependency, which makes it difficult to change
and develop independently.
The remote calls tend to tie the different system into a growing knot. In particular, se-
quencing - doing certain things in a particular order can make it difficult to change sys-
tems independently. People often design the integration the way they would design a
single application, unaware that the rules of the engagement change dramatically [24].

6.3.4 Messaging pattern

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Figure 6.5: Messaging

Let an enterprise have multiple applications that are built independently, in different
languages and platforms. The enterprise needs information to be shared rapidly and
consistently. In OO, method calls are sometimes loosely called messages. That is not
what we mean here. We mean real messages, like e-mails. The big difference is that
with a method call, you wait for the answer before proceeding. With a real message,
you send it and move on. It is like the difference between a phone conversation and
voicemail.
In this case the asynchronous messaging is fundamentally a pragmatic solution of the
integration problem. The asynchronous paradigm send and forget does not require to
both systems to be up and ready at the same time. One application’s failure does not
bring down all of the other applications.

Advantages

There are some pragmatic advantages of the Messaging pattern.

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– Messaging does not require both systems to be up and ready at the same time.
– This pattern forces developers to develop components with high cohesion. Since
remote messages are costly, the developers will try to minimize messages and
concentrate strongly related jobs in one component. In the context of messaging
high cohesion means that lots of work is done locally, and only selective work is
done remotely. Remote calls do not masquerade as local calls.
– Messages can be transformed in transit without sender or receiver having to pay
attention to this.
– Messages can be broadcast to many receivers.
– Application development can proceed separately from integration decisions.
Moreover, the Messaging pattern allows applications to collaborate behaviorally, i.e.
allows process to be launched at once if a certain event takes place. Remote procedure
invocation also allows applications to collaborate behaviorally, but blocks the whole
system while this is going on.
Messaging allows much of the decoupling, like the File transfer pattern, but with rapid
updating, automatic retry until success, and automatic notification. Messaging is not
prone to failure and deadlock.

Disadvantages
Messaging reduces but not entirely eliminates the time lag problems. These problems
are not so serious as in the File transfer pattern, but still exist. The asynchronous solu-
tion means that systems are not being updated at quite the same time (e.g. the “Mid-
night problem”: time checked at 23 : 59, date checked at 00 : 01).
Messaging itself does not provide a solution to the semantic dissonance problem, how-
ever the problem can be solved by sending messages to a data mapper.

Basic messaging concepts


Messaging involves the following basic concepts:

• A channel is a virtual pipe that connects a sender to a receiver. A newly installed


messaging system typically does not contain any channels: you must determine
how your applications need to communicate and then create the channels to fa-
cilitate this [24].
• A message is an atomic packet of data that can be transmitted on a channel. To
transmit data, an application must break the data into one or more packets, wrap
each packet as a message, and send the message on a channel. The opposite
process is implemented at the other end. The messaging system will repeatedly
try to deliver the message until it succeeds [24].
• Pipes and filters. In the simplest cases the messaging system delivers a message
directly from the computer of senders to the computer or receivers. In more com-
plex cases, some actions have to be performed on the message by the messaging
system, e.g. validation, or transformation to a different format. The Pipe-filter
pattern describes how multiple processing steps can be chained together using
channels.
• Routing. In a large application a route of a message can be complex. A message
can go through several channels and to manage the routing a message is sent not
to the final destination but to a router. A router is an application component that
takes the place of a filter in the Pipe-filter pattern. It determines how to navigate
the channel topology and directs the message to its final receiver, or at least to the
next router.

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• Transformation. Various applications may not agree on the format for the same
conceptual data. To reconcile this, the message must go through a filter, a message
translator which converts the message from one format to another.

• Endpoint. In order to use messaging, most applications must contain a layer


of code that knows how the application works and how the messaging system
works. This layer of code is a set of message endpoints that enables the applica-
tion to send and receive messages.

Message channel subpattern

A channel is a logical address in the messaging system. Logical addresses are character-
ized by an alphanumeric name, often within a hierarchical organization. One physical
channel can contain many logical channels as long as it knows how to keep them sep-
arate. Applications use different message channels for different types of information.
Messaging systems do not come preconfigured with message channels. They must be
configured by the system administrator to set up the channels that the applications
expect. Consider, for example, a message channel in the Java Messaging System (JMS).
The Sun J2EE SDK ships with a reference implementation of the J2EE services including
JMS. The j2eeadmin tool can configure message channels:

j2eeadmin -addJmsDestination jms/myqueue queue

Once the channel has been created, it can be accessed from JMS client Java code:

Context jndiContext = new InitialContext();


Queue myQueue =
(Queue) jndiContext.lookup("jms/myqueue");

Publish-subscribe channel subpattern

How can the server broadcast an event to all interested receivers? The Publish-subscribe
channel pattern expands upon the Observer pattern by adding the notion of an event
channel for communicating event notifications.
An event can be packaged as a message. The event channel is a message channel.
Each subscriber has to be notified of a particular event once and should not be notified
repeatedly of the same event. The event cannot be considered consumed until all the
subscribers have been notified, but once they have, the event should disappear from
the channel. Concurrent subscribers should not compete but should be able to share
the event message.
The Publish-subscribe channel pattern has one input channel that splits into multiple
output channels. When an event is published into a channel, a copy of the message is
delivered to each of the output channels. Each output channel has only one subscriber.
This way each subscriber gets the message only once and consumed copies disappear
from their channels.
The Publish-subscribe channel can be useful debugging tool. Monitoring al traffic on a
channel without disturbing the existing message flow is helpful for debugging.
Subscriptions need to be restricted by security policies if we do not want to allow any-
one to write a simple program to listen to the message traffic. See also the Event bus
pattern (module on Architectural patterns).

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Message subpattern
Data to be transmitted have their structure: records, objects, database rows, etc. The
structured data are sent as a stream of bytes. The first process must marshal the data
into byte form, the second process must unmarshal the data back into its original form.
A message consists of a header and a body. A message header contains information used
by the messaging system. A header describes such data as data origin, destination,
type etc. A message body contains bytes being transferred. A message body is ignored
by the messaging system.

Message router subpattern


In the Pipe-filter pattern, filters are connected directly to each other with fixed pipes.
A Mmssage channel may contain messages from different sources that may have to be
treated differently based on the destination or type of the message or other criteria.
The Message router is like a filter, except that it
– connects to multiple output channels,
– does not modify message contents, only concerned with destination,
– decision criteria for the destination of a message are maintained in a single loca-
tion.
If new message types are defined, new processing components are added, or routing
rules changed, we need to change only the message router logic, while all other com-
ponents remain unaffected.
The Message router pattern has the following variants:
– A content-based router decides the message destination only on properties of the
message itself (e.g. type, or values of specific fields).
– A context-based router decides the message destination based on environment con-
ditions (e.g. load balancing, failover functionality). Failover functionality: If a pro-
cessing component fails, a context-based router can reroute messages to another
processing component.
– A stateless router looks at only one message at a time.
– A stateful router takes the context of previous messages into account (e.g. to elim-
inate duplicate messages).
The notion of a message router is central to the concept of the Message broker pattern,
implemented in for instance JBoss Messaging or Apache ActiveMQ (see the Broker pat-
tern in the Architectural patterns module). Such EAI tools accept incoming messages,
validate them, transform them, and route them to the correct destination. The architec-
ture ensures that participating applications need not be aware of one another, because
the Message broker pattern brokers between the applications. This is a key function
in enterprise integration because most applications to be connected are packaged or
legacy applications and cannot be changed.

Message endpoint subpattern


An application and the messaging system are two separate sets of software. A mes-
saging system is a type of server, capable of taking requests and responding to them,
accepting and delivering messages. An application that uses messaging is a client of
the messaging server.
The messaging server has an API that the application can use to interact with the server.
The API is not application-specific but is domain specific, where the domain is messag-
ing. The application is probably not aware of this API, and should not be vulnerable to
changes in it. The application should contain a set of code that connects and unites the
messaging domain with the application to allow the application to perform messaging.

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A message endpoint is a set of code specific to both the messaging API and the applica-
tion, that shields the application from the messaging system. The Message endpoint
pattern encapsulates the messaging system from the rest of the application and cus-
tomizes the general messaging API for a specific application.
A message endpoint can be used to send messages or receive them, but one individual
message endpoint object does not do both. An endpoint is channel specific, so a sin-
gle application would use multiple endpoints to interface with multiple channels. An
application might even use multiple endpoints at a single channel, usually to support
multiple concurrent threads.
A message endpoint is designed as a specialized messaging gateway (see module on
Enterprise Application Architecture).
In JMS the two main endpoint types are MessageProducer, for sending messages,
and MessageConsumer, for receiving messages. A message endpoint uses an instance
of one of these types to either send messages to or receive messages from a particular
channel.

Polling consumer subpattern

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Figure 6.6: Polling consumer

How does a message endpoint know when a new message is available? How can an
application consume a message when the application is ready?
A simple solution is to repeatedly check the channel to see if a message is available.
When a message is available, it consumes the message and then goes back to checking
for the next one (Figure 6.6). This process is called polling. The advantage of this ap-
proach is that the consumer can request the next message when it is ready for another
message. So it consumes messages at the rate it wants to rather than at the rate they
arrive in the channel.

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In JMS, for example, a message consumer uses MessageConsumer.receive to con-


sume a message synchronously. MessageConsumer has three different receive meth-
ods:
– receive(): This method blocks until a message is available and then returns it;
– receive(long): This method waits for the next message that arrives within the
specified timeout interval.
– receiveNoWait(): This method checks once for a message and returns it or
null;

Event-driven consumer subpattern

If the channel is empty, a polling consumer will spend processor time looking for mes-
sages that are not there. The alternative to this solution is to let the channel tell the
client when a message is available. It is also known as an asynchronous receiver, because
the receiver does not have a running thread until a callback thread delivers a message.
An event triggers the receiver into action.
An event-driven consumer is an object that is invoked by the messaging system when a
message arrives on the consumer’s channel (Figure 6.7). The messaging system also
invokes an application specific callback. An Event-Driven Consumer has an applica-
tion specific implementation that confirms to a known API defined by the messaging
system.

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Figure 6.7: Event-driven consumer

In JMS, an event-driven consumer is a class that implements the MessageListener


interface with method onMessage().

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6.3.5 HornetQ, open source message oriented middleware

Figure 6.8: HornetQ Message Oriented Middleware

The HornetQ system (Figure 6.8) from JBoss supports many subpatterns from the Mes-
saging pattern: it supports both publish-subscribe as point-to-point messaging, both
blocking and non-blocking sends, scheduled messages, message priorities, and both
persistent and non-persistent messages. It provides guaranteed delivery, i.e. ensures
that messages arrive once and only once where required, and supports ACID ((atomic-
ity, consistency, isolation, durability) semantics, and has a customizable security frame-
work based on JAAS. Messages can be ordered, which means that they will be deliv-
ered in exactly the same order as they have been placed in the queue. Clients and
servers can be configured to communicate using unencrypted TCP sockets, encrypted
TCP sockets using the Secure Sockets Layer (SSL), over HTTP requests and responses
also behind a firewall), or within the same Java virtual machine.
The system provides a management API that can be accessed using JMX.

6.4 Conclusion

“When applying an integration pattern, an application developer should avoid get-


ting bogged down by standards and stay focused instead on the particular use cases
at hand. ... As standards mature, architects are wise to consider how their use might
extend enterprise integration solutions to broader, less risky, less costly and more pow-
erful level of sophistication” [24].

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DISCUSSION QUESTIONS

1. We stated that common standards of presentation do not imply common seman-


tics. Can you think of examples? Can you think of remedies?
2. What would be good strategies to minimize coupling between different applica-
tions?
3. Many e-mail systems malfunction whenever a message body happens to start
with the word “From”. What is wrong here?

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Block III

Components and contracts

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Module 7

Component software

INTRODUCTION

The traditional way of developing software is to develop entirely from scratch, using
only the programming tools and libraries. The software developed this way is called
custom-made software. On the one hand, custom-made software has a lot of advan-
tages. It is optimally adapted to the user’s business model, it uses optimal solutions in
the local areas of expertise and takes advantage of domain knowledge. On the other
hand, custom-made software is very expensive. Custom-made software will have sub-
optimal solutions in all but the local areas of expertise, and chasing state-of-the-art so-
lutions is a burden. It involves a risk of failure and of late delivery, and interoperability
with business partners or customers is not guaranteed.
The opposite of custom-made software is standard software, produced for a mass mar-
ket. Standard software can be parameterized to provide a solution that is close enough
to the business needs, and as such covers the time-to-market risk. On the other hand,
standard software may necessitate business process reorganization, does not provide a
competitive edge, and cannot be quickly adapted. For example, some ERP (enterprise
resource planning) software fixates the hierarchic relations between departments and
therefore puts an end to the autonomy of departments.
Component software represents a solution in between. Component software is easier
to customize than standard software.

LEARNING OBJECTIVES
After having studied this module you should be able to:
– to explain the goal of component software,
– to describe what a component is,
– to describe standards of component connecting,
– to make a comparison between web services and components.

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7.1 Custom-made, standard and component software

DEFINITION 7.1 Software components are binary units of independent production, acquisition and de-
ployment that interact to form a functioning system.
An often used word is COTS, originally meaning: Commercial Off-The-Shelf Software:
software that can be reused by other software products to become part of their product.
COTS is now used to denote both commercially available and open-source software
components [22]. A COTS product has the following characteristics:
– it is not produced here, i.e. within these projects nor exclusively for them;
– it may be closed-source as well as open source, being open source software usu-
ally treated as if it were closed;
– it is not a commodity, i.e. not shipped with the operating system, nor provided
with the development environment, nor generally included in any pre-existing
platform;
– it is integrated into the final delivered system, i.e. it is not a development tool;
– it is not controllable, in terms of provided features and their evolution.
Component assembly allows for individual investment/performance trade off choices,
and components may be combined with custom-made components. The trade-off in

Figure 7.1: Custom-made or bought component

Figure 7.1 can be read as follows: when there are no demands for flexibility, change-
ability, being at the competitive edge and so on, a COTS component is very cheap
compared to in-house development of such a component. However, when the demand
for changes is high, it is cheaper to develop and maintain a component in-house than
to choose a COTS component and look for a replacement each time a change is needed.

7.2 The nature of components

Software components may be compared with integrated hardware circuits, blocks of


stereo equipment or nuts and bolts, but software is different: it does not deliver a prod-
uct but a blueprint. A programmer provides classes that are instantiated to objects at
runtime.
A component is a unit of deployment; it is an isolatable part of a system. It is the smallest
part of a system about which one can decide whether to use it or not. A component

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may look like a collection of classes from the outside (it only rarely looks like a single
class); it may be programmed in a non-object-oriented language.
Examples of components are:
– Every application running on an operating system is a coarse-grained compo-
nent. Interaction between these components is carried out by common file for-
mats (a .gif file for instance, is readable and editable in a number of applications)
or by pipe/filter composition (in Unix, filter applications like sort or uniq expect
a stream of characters as input and have a stream of characters as output, and can
be composed using pipes, in a shell script or on the command-line).
– In a microkernel architecture OS, some functionality is delegated to application-
level services. These services may be seen as components. Examples of such an
architecture are Symbian or L4.
– In plug-in architectures, plug-ins are components. Examples are the Mozilla
browser or the Eclipse framework. In all cases, it is possible to extend the func-
tionality by adding plug-ins.
– JavaBeans are also an example of components.

7.2.1 Modularity
Components provide late integration: they are integrated after acquisition and deploy-
ment. This also means that integration testing is no longer feasible: the number of
combinations in which a component can be used is infinite, so testing all those combi-
nations in advance is impossible.
What is possible is modular checking: analysis of component properties based only
on the interfaces explicitly required. Also, if possible, one can inspect the code of a
component and check whether all assumptions about its environment are explicitly
stated, and check whether the number of assumptions is as small as possible. This
requires defensive programming: to program without assumptions, or at least with as
small a number of assumptions as possible.

7.3 Components and objects

7.3.1 Characteristics of components


Components have the following characteristics:
– A component is a unit of independent deployment: it is well separated from its
environment and from other components, and it will never be deployed partially.
– A component is a unit of third-party composition: it has to interact through well-
defined interfaces.
– A component has no persistent state: a database server is component, a database
is an object. The reason behind this is that we do not want to discern different
instances of a component: a component is comparable to a class, not to an object.

7.3.2 Characteristics of objects


Objects have the following characteristics:
– An object is a unit of instantiation: it cannot be partially instantiated.
– An object has a unique identity that separates it from other objects. This identity
does not change with changes of its state during its lifetime. For instance, when
a person is represented as an object, the object may get a new address and a new
name, but it will still represent the same person, because of its unique identity.
An object is created from a plan (called a class) or from a prototype object.

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– An object encapsulates a state. Its initial state is provided by a constructor or a


factory. The state changes during the objects lifetime.

7.3.3 Components and classes


A component usually consists of a collection of classes (like a Java package). However,
it is not always a collection of classes inside: it may be implemented in a functional
language or assembly language. A class is necessarily part of only one component.

7.4 Reuse

Software units can be reused in two ways: blackbox and whitebox reuse.

DEFINITION 7.2 Blackbox reuse is reuse of a software unit knowing only the interface and its specifica-
tion.

DEFINITION 7.3 Whitebox reuse is reuse of a software unit knowing its source code.
An example of black-box reuse is using an API (application programming interface).
An example of white box reuse is using class libraries or frameworks. Reuse of compo-
nents is blackbox reuse: open software components for instance may be used without
knowledge of the source code, even though the code is available.

7.5 UML and components

7.5.1 Component diagrams

DEFINITION 7.4 A component in UML stands for a replaceable part of a system that conforms to and
provides the realization of a set of interfaces.

Interfaces

Components can have two kinds of interfaces:


– Provided interfaces: those that the component provides as a service to other com-
ponents, and
– Required interfaces: those that the component conforms to when requesting ser-
vices from other components.
The model element for components has changed in UML 2.0 to accommodate required
interfaces, hierarchical decomposition and ports.
Good components define crisp abstractions with well-defined interfaces, making it pos-
sible to easily replace older components with newer, compatible ones. Interfaces bridge
your logical and design models. For example, you may specify an interface for a class
in a logical model, and that same interface will carry over to some design component
that realizes it. Interfaces allow you to build the implementation of a component using
smaller components by wiring ports on the components together.
Figure 7.2 presents an example component model, using the UML 2 notation. In UML
before version 2.0, the model element for a component looked like the small icon in the
upper right hand side, and required interfaces (now represented by “sockets”) were
not shown. The model element was changed because a component is now regarded as
a special case of a structured class: there really is not much of a semantic distinction
between classes and components. It is often useful, however, to use the component

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Figure 7.2: UML component diagram

notation for replaceable units, especially if these do not map directly to a single class in
the implementation.
UML 2.0 components are modeled as simple rectangles. UML 2.0 uses the compo-
nent presentation of UML 1.x as a visual stereotype within the rectangle to indicate
that the rectangle represents a component (but a textual stereotype is also acceptable).
A component diagram models dependencies, either between components or between
components and interfaces. The lollipop symbol indicates a provided (implemented)
interface and the socket symbol indicates a required interface.

Ports

Figure 7.3: Ports

In an encapsulated component, all of the interactions into and out of the component pass
through ports. A port can be seen as an explicit window into the component. A port
has a uniquely identifying name. The externally visible behavior of the component is
the sum of its ports.
Ports permit the interfaces of a component to be divided into discrete packages that
can be used independently. The internal parts of a component may interact through a
specific external port, so that each part can be independent of the requirements of the
other part.
Figure 7.3 shows that the provided interface Load Attractions and the required interface
Booking are combined together into the port attractions.

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Figure 7.4: Connectors

Connectors

It is desirable to build large components using smaller components as building blocks.


The internal structure of a component consists of the parts that compose the imple-
mentation of the component together with the connections among them. A connector
is a wire between two ports. It represents either a link (association) or a transient link
(supplied by a procedure parameter).
If two components are explicitly wired together, either directly or through ports, we
draw a line between them or their ports as it is shown in Figure 7.4 between the com-
ponents Inventory and OrderHandling. On the other hand, if two components are con-
nected because they have compatible interfaces, we use a ball-and-socket notation to
show that the components have no inherent relationship, although they are connected
inside this component. Figure 7.4 shows such a connector: OrderHandOff between
components OrderTaking and OrderHandling.
You can substitute one component by another component if they both satisfy the same
interface.

7.5.2 UML artifact diagrams


Artifacts are things that live in the world of bits, e.g. executables, libraries, tables, files,
or documents. Artifact diagrams are used:
– to model source code, for instance C++ header- and source files, and their compi-
lation dependencies,
– to model executable releases, for instance DLL’s (Dynamic Link Libraries) mani-
festing components,
– to model physical databases, for instance a set of tables,
– to model adaptable systems, for instance databases that get replicated across sev-
eral servers.

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Figure 7.5: Artifacts

Figure 7.5 shows an example of an artifact diagram, in UML 2.0. An artifact path.dll
and component Path have an association manifest. An artifact is usually depicted as a
document or a box with one of the stereotypes Executable, Library, File or Document.

7.5.3 UML deployment diagrams

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Figure 7.6: UML deployment diagram

A UML 2.0 deployment diagram (Figure 7.6) depicts a static view on the run-time config-
uration of processing nodes and the components that run on those nodes. A node is a
physical object that exists during runtime and represents a computational unit (e.g. a
computer, a printer or a router). A node is represented as a 3D rectangle. A connection
is a physical connection between nodes (e.g. an Ethernet connection).
The nodes of deployment diagrams depict physical objects, as do artifacts, but artifacts
are things that participate in the execution of a system; nodes are things that execute
artifacts. Artifacts represent the physical packaging of other logical elements; nodes
represent the physical deployment of artifacts. The relationship between a node and
the artifacts it deploys can be shown explicitly by nesting (but most of the time we rely
on text-based information).

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7.6 Concepts associated with components

7.6.1 Components

DEFINITION 7.5 A software component is a unit of composition with contractually specified interfaces
and explicit context dependencies only. A software component can be deployed in-
dependently and is subject to composition by third parties [54].
Components should specify their needs, called context dependencies, referring to the con-
text of composition and deployment. In the real world, the producers of components
emphasize their provided interfaces (as opposed to their required interfaces). Several
component worlds exist, that partially conflict, such as CORBA, Universal Network
Objects from OpenOffice, D-Bus (Gnome), or J2EE. These “worlds” consist of conven-
tions about how distributed components may communicate.

7.6.2 Component weight


Reducing context dependencies of a component means that more required software
comes bundled into the component, which means that the weight of the component is
increased. Ultimately, this defeats the purpose of using components: increasing the
weight of a component eventually leads to providing an entire application.
On the other hand maximizing reuse by minimizing the component’s weight means
that everything but the prime functionality is left out. This leads to an explosion of
context dependencies.

7.6.3 Component interface

DEFINITION 7.6 A component interface is the set of named operations provided by this component for
invocation by clients.
Every operation in the interface must be specified. The specification provides the com-
munication between the implementor and the clients. A specification consists at least
of the name, signature and return type. But see also below: contracts about behavior
must be added for safety.

Direct and indirect interfaces


A direct interface couples a name of a procedure to an implementation, just as a function
or procedure is called by a single name. A component may provide a set of proce-
dures that are used as procedures of a procedure library would be used: the name of a
procedure points to one implementation.
An indirect interface may point to different implementations, just as a method of a class
may point to different implementations, depending on the class of the object that im-
plements the interface. (Direct interfaces can be viewed that way too: a direct interface
can then be viewed as a static method.)
Indirect interfaces introduce indirection via method dispatch. Such a late binding de-
pends on the quality of interface specification.

Versions
With direct interfaces, version numbers may be checked at bind time. With indirect in-
terfaces, version checking is not sound, because object references may cross component
boundaries, so it is not possible to check the version of an implementation at bind-time.

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For example, suppose a class C, with two incompatible versions C1 and C2 . Compo-
nent A needs C1 , while component B needs C2 . It is possible that A sends an object
to B, with type C. When the object was created, A has checked its version, which was
C1 , so A believes everything is in order. Component B now only sees the static type of
the object, which is C. Unfortunately, B is no longer able to check the object’s version,
because it cannot determine the dynamic type.

Interfaces as contracts

An interface specification may be viewed as a contract (more on contracts in a sepa-


rate module) between a client and a provider. A contract binds both parties; it also
states what the client has to do to use the interface correctly. Hence the interface is not
required to be foolproof.
The functionality of an operation is specified by pre- and postconditions. These can be
separated in safety (nothing bad can happen) and progress (something good will hap-
pen). In a contract, nonfunctional requirements are also important:
– availability,
– mean time between failures,
– mean time to repair,
– throughput: average amount of work done per unit of time,
– latency: the maximum time the client has to wait before a request is processed
(hospital polyclinics have high throughput, but high latency as well),
– data safety,
– space and time requirements.
Undocumented features, not in the contract but observed, e.g. by debugging, are not
to be used because they cannot be relied on in future versions.

7.6.4 Independent extensibility


The principal function of component orientation is to support independent extensibil-
ity, which means that independently developed extensions can be combined (think
of browsers or applications as Eclipse for which plug-ins may be developed indepen-
dently).
A problem with independent extensibility is that the OS must ensure that security poli-
cies are respected: proper authorization must be used, there should be a hardware
protection mechanism, and there must be a mechanism to use cached content. Also,
the runtime overhead may be up to a factor 100.

7.6.5 Safety by construction


There are techniques to enhance the chance that an independently developed extension
behaves properly with respect to security:
– Java uses static type-checking. It provides automatic memory management, and
runtime checks on array boundaries. Therefore, programs like Together or Eclipse,
written in Java, can guarantee that memory errors cannot occur.
– Another possibility is to define an intermediate language to which a wide variety
of programming languages can be compiled. This intermediate language can
have strong safety properties, established at compile-time, and limits the used
languages to their safe subsets.
Using these techniques for safety by construction guarantees safety properties that can
be relied on without further checking at runtime.

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Module safety
Unfortunately, type safety and elimination of memory errors are not enough: with
these in place, it is still possible for a program to call arbitrary services present in or
loadable into the system. A downloaded component might, without any further safety
measures, take control of the computer, or make use of communication ports.
Module safety means that a component has to specify explicitly which services (from
the system or other components) it needs to access. It works in the same way as access
control in file systems, but on a module or class basis. In Java, for example, the import
statement guarantees that the class only retrieves references to other objects which it
has imported through the import statement. Accessing objects of classes that are not
mentioned in an import statement is impossible.

7.7 Connecting components


Binary calling conventions at the procedural level are usually not supported across
process boundaries. Two running Java programs, for instance Together and Eclipse,
cannot simply call a method of an object in the other program.
A wide variety of mechanisms for interprocess communication exists:
– communication using files that can be accessed by two or more processes,
– communication through pipes, as in the pipe and filter pattern, seen in Unix for
example,
– communication through sockets, which is possible between two processes on dif-
ferent machines,
– shared memory as a means for communication.
In general, these solutions are not portable across platforms (in some cases, asyn-
chronous communication through files is an exception). An advantage is that these
solutions can easily be scaled over a network. They operate on the level of bits and
bytes, and thus it is hard to implement complex interactions on top of them.

7.7.1 Remote procedure calls


Remote procedure calls were introduced 1983 [7]. The idea is to use procedure stubs at
both ends. The caller of a remote procedure call simply uses local calling conventions,
and superficially seems to call a local callee. In reality it calls a local stub that marshals
(serializes) the parameters of the procedure and sends them to the remote end. At that
end another stub receives the parameters and unmarshals (deserializes) them, and calls
the true callee using local conventions (that may differ from those used by the initial
caller).
RPC’s are transparent to users. Stubs are automatically generated and neither client nor
providers need to be aware of non-local calling. This is an advantage because it sim-
plifies the programming model by mapping all levels of communication (in-process,
interprocess, intermachine) onto a single abstraction. On the other hand, the trans-
parency also hides cost differences between local, interprocess and intermachine calls.
Intermachine calls are approximately a thousand times slower than local calls.
Support for remote procedure calls is offered in procedure libraries. These libraries
must be distributed in source form, and are compiled together with the application
using the libraries.

7.7.2 Interface Definition Languages (IDL)


Interface definition languages have been introduced to automate the generation of stubs.
For each remotely callable procedure, an IDL specifies the number, passing modes, and

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types of parameters and of possible return values. To ensure that communication across
machine boundaries works, an IDL fixes the range and binary coding conventions of
basic types. An IDL may for instance marshal integers to big-endian 32-bit two’s com-
plement encoded integers1 . An IDL also generates universally unique identifiers.
Examples of IDLs are the DCE IDL (Distributed Computing Environment, a standard
of the Open Software Foundation), the OMG IDL (Object Management Group, inter-
national standards organization, founders of CORBA) and the IDL for the Universal
Network Objects for OpenOffice.

7.8 Future and current approaches

7.8.1 Scala
Scala is a research project [36] with the goal to integrate full support for components
into a programming language. It is interoperable with Java without glue code. Scala
offers uniform abstraction concepts for both types and values, it unifies functional and
object-oriented programming, and it has built-in support for pattern matching and
XML.
Scala is designed to be scalable: the same concepts describe small as well as large parts.
Everything is an object: operations, functions, values, components. To be reusable, a
component should publish both its provided and its required interfaces. The latter has
so far been missing in programming languages.
In Scala, components are classes and traits. A trait is like an interface in Java, with
the possibility to have partially implemented methods: a trait is an abstract class with-
out data members. All objects, including functions, are first-class values, which means
that they can be passed around as a parameter, for instance. Scala supports recursive
references, which means that for instance a function can use itself inside its implemen-
tation, and supports inheritance with overriding. Component composition is done by
mixin-based class composition, which means that a class may inherit from one class.
Components may use partial implementations of traits, similar to the use of interfaces
in Java, with the difference that a class may also use implementations of a trait. No
explicit “wiring” is needed. Provided services are modeled as concrete members, re-
quired services are modeled as deferred (abstract) members.

7.8.2 XML
XML (extensible markup language) was introduced in 1998 [9]. Originally, XML was
designed for large-scale electronic publishing, but today, it plays an increasingly im-
portant role in the exchange of a wide variety of data on the web and elsewhere.
XML is useful for representing any structured and semistructured data. Where rela-
tional databases prefer tabular data, XML prefers tree-shaped data. It is more flexible
than relational databases.
XML is a text-based, generic approach to describing data for any purpose. Names are
tagged unambiguously by namespaces. In Figure 7.7, there is a namespace denoted by
n, with value http://myorganisation.com/customer.
XML is now commonly used for messages, documents, and configuration data. Most
browsers directly support displaying XML documents. XML has become the “lingua
franca” among applications of independent origin. It allows for independent extension
1 Two’s-complement is a system in which negative numbers are represented by the two’s complement of

the absolute value. The two’s complement of a 32-bit binary number is the value obtained by subtracting the
number from the 32 power of two

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<?xml version = "1.0" ?>


<n:customer xmlns:n = "http://myorganization.com/customer">
<n:CustomerID s = "313">
<n:NameAdd>
<n:Name s = "Donald Duck"/>
<n:Address s = "Cornelis Prulplantsoen 1"/>
</n:NameAdd>
</n:customer>

Figure 7.7: XML document

that does not interfere with documents that were created before such extensions were
introduced.
The success of XML as a standard format for durable data representation is partly be-
cause of its properties, and partly because of proper timing: standardization was felt
to be needed. XML is rooted in the older SGML (Standard Generalized Markup Lan-
guage, 1986) but stands out because of its full support for extensibility.

The structure of XML

XML elements are opened and closed by tags, in the same way as is done in HTML. An
XML element may contain nested elements or unstructured text. The order of elements
is relevant. XML attributes appear within opening tags, again, in the same way that
HTML elements may have attributes. Attributes are recognized by their names, and
order is irrelevant
<?xml version = "1.0" ?>
<xsd:schema xmlns:xsd = "http://www.w3.org/2001/XMLSchema">
<xmlns:n = "http://myorganization.com/customer">
<xsd:element name = "n:Customer" type = "n:CustomerType"/>
<xsd:complexType name = "n:CustomerType">
<xsd:sequence>
<xsd:element name = "n:CustomerID" type = "xsd:string"/>
<xsd:element name = "n:NameAdd" type = "n:NameAddType"/>
<xsd:element name = "n:Remarks" minOccurs = "0"/>
</xsd:sequence>
</xsd:complexType>
<xsd:complexType name = "n:NameAddType">
<xsd:sequence>
<xsd:element name = "n:Name" type = "xsd:string"/>
<xsd:element name = "n:Address" type = "xsd:string"/>
</xsd:sequence>
</xsd:complexType>
</xsd:schema>

Figure 7.8: XML Schema

Rules constrain well-formed XML documents. These rules were originally expressed
in DTDs (Document Type Descriptors). DTDs are syntactically cryptic, and are not ex-
tensible. To overcome these disadvantages of DTDs, XML Schema has been introduced
in 2001. XML Schema [17] is itself extensible, and schema’s expressed in XML Schema
are also extensible. An XML Schema is much richer and more expressive than a DTD.

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XML Schema supports instance-level annotations and explicit attribution of elements


with types. A schema document is itself an XML document, and therefore it can be
subject to a metaschema. The XML Schema standard defines the metaschema for all
schema documents, using XML Schema itself. Figure 7.8 shows an XML schema.
An XML namespace groups a set of names. That makes it possible to have unique
names (in the same way that names for Java classes are unique). For convenience,
a namespace is often referred to by a local alias: in Figure 7.8, n is the local alias
for http://myorganization.com/customer and xsd is the local alias for http:
//www.w3.org/2001/XMLSchema.
When a URL is used as a namespace, this does not mean that the URL is used to gather
data: URL’s are only used as a means to generate unique names. Often, the URL points
to an existing document, but even if it does not, the URL still does provide a unique
name.

Simple Object Access Protocol (SOAP)

The Simple Object Access Protocol (SOAP) is an XML-based standard for invocations
to remote objects, and was introduced in 2000. SOAP uses HTTP. It offers means to
describe the addressee of an invocation and to encode programming data types.
SOAP does not guarantee that URL’s yield the same object every time. This feature
was intended to eliminate fragile state dependence: the situation that the caller as-
sumes that the state of the object it calls remains the same between two subsequent
calls. Such assumptions are only appropriate for synchronous communication between
tightly coupled processes, and not for asynchronous communication over the internet.
The latency is about 10 times the latency of traditional RPC, due to the encoding in
XML which is less compact than in traditional RPC. However, this increase in latency
is negligible on wide-area or internet connections.

<SOAP-ENV:Envelope>
<SOAP-ENV:Body>
<xmlns:n = "http://myorganization.com/customer"/>
<n:getNameAdd>
<n:CustomerID s = "313"/>
</n:getNameAdd>
</SOAP-ENV:Body>
</SOAP-ENV:Envelope>

<SOAP-ENV:Envelope>
<SOAP-ENV: Body>
<xmlns:n = "http://myorganization.com/customer"/>
<n:getNameAddResponse>
<n:Name s = "Donald Duck">
<n:Address = "Cornelis Prulplantsoen 1">
</n:getNameAddResponse>
</SOAP-ENV:Body>
</SOAP-ENV:Envelope>

Figure 7.9: SOAP

A SOAP invocation corresponds to passing a message. The message is an XML-document


made up of a mandatory SOAP envelope defining the message, an optional SOAP
header that may present the processing instruction, and a mandatory SOAP body with

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call or response information. Figure 7.9 shows an example of a SOAP message and the
corresponding SOAP response.

7.8.3 Web services

Web services offer computational services to other systems. Those other systems may
be software, or websites targeting people. The computational services that are offered
include databases.
A web service combines a deployed component and a service provider. The pricing
structure may be very flexible. Web services are more self-contained than typical com-
ponents or applications: they can not make any assumptions about the environment in
which they will be used.

Web Services Description Language (WSDL)

<?xml version = "1.0" ?>


<definitions name = "StockQuote"
targetNameSpace = "http://myorganization.com/stockquote.wsdl"
xmlns:tns = "http://myorganization.com/stockquote.wsdl"
xmlns:xsd1 = "http://myorganization.com/stockquote.xsd"
xmlns:soap = "http://schemas.xmlsoap.org/wsdl/soap"
xmlns = "http://schemas.xmlsoap.org/wsdl">
<types>
<schema
targetNameSpace = "http://myorganization.com/stockquote.xsd"
xmlns = "http://www.w3.org/2001/XMLSchema">
<element name = "PriceRequest">
<complexType>
<all><element name = "tickerSymbol" type = "string"/></all>
</complexType>
</element>
</schema>
</types>
<message name = "GetPrice">
<part name = "body" element = "‘xsd1:PriceRequest"’>
</message>...

Figure 7.10: WSDL

The Web Service Description Language (WSDL) from 2001 is used to describe a web ser-
vice, much like an Interface Definition Language. It is built on XML. Figure 7.10 shows
an example of a WSDL document that describes a service that accepts requests for stock
quotes.

Universal Description, Discovery and Integration (UDDI)

The Universal Description, Discovery and Integration service (UDDI) from 2001 is a direc-
tory service to discover web-services. It is itself a web service, approachable through
SOAP. An inquiry to find a business registered under a certain name is shown in Fig-
ure 7.11. It does not directly use WSDL, but a mapping between the data models exists.

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<?xml version = "1.0" encoding = "UTF-8" ?>


<Envelope
xmlns = "http://schemas.xmlsoap.org/soap/envelope/">
<Body>
<find-business
generic = "1.0" xmlns = "urn:uddi-org:api">
<name> MetaBit </name>
</find-business>
</Body>
</Envelope>

Figure 7.11: UDDI

DISCUSSION QUESTIONS

1. The goal of the Scala project is to bring component definition and composition
into the programming language, and eliminate the need for ‘glue’ and ‘wiring’.
The goal of web services is to provide a mechanism for description, discovery
and use of components that is totally independent from the implementation tech-
nique. Are these goals as incompatible as they seem? Discuss their respective
merits.
2. Applications themselves can be viewed as components existing within the OS
framework. How do they handle the required interface problem?
3. The relationship between software architecture and software components has not
been addressed explicitly in this module. How would you describe the relation?

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Module 8

Design by contract

INTRODUCTION

Because an architecture describes a system as a configuration of communicating com-


ponents, it is important to be able to specify the interfaces of these components in such
a way that parts of the system may be developed separately and can be assembled in
the end, as long as these parts are built according to the specifications. In this module,
we will explore interface specifications in detail.
An interface specification is a contract between a client and the provider of the inter-
face. It is a contract that binds both partners. A popular method to specify such a
contract is to formulate pre- and postconditions. A precondition is a constraint that
must be met before the specified function or method is executed; a postcondition is
what is guaranteed if the function or method terminates normally. In a contract, not
only functional requirements should be specified, but also nonfunctional requirements.
In practice however, nonfunctional requirements are often neglected.
In this module, we will dive into pre- and postconditions, and discuss the problems of
external references, self-interference and callbacks when guaranteeing a postcondition.
We will show remedies for these problems as well.
It is important to understand under which conditions a contract applies in the case of
polymorphism. We will introduce the concepts of substitutability, of types and sub-
types, of covariance and contravariance to make that clear. We will also discuss differ-
ent types of inheritance, and their consequences for contract specifications. And finally,
we will show you the technique of assertions in the language Eiffel, and the technique
of model-based specifications.

LEARNING OBJECTIVES
After having studied this module you should be able to:
– explain the concepts of pre- and postconditions,
– explain the concepts of external references, self-interference and
callback, the problems concerning contracts, and the way to overcome
these problems,
– explain the different kinds of polymorphism, and their relation to
contract specification,
– explain the problem of the fragile base class,
– describe the methods of contract verification,
– describe the problems with contract changes.

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8.1 Contracts

8.1.1 Pre- and postcondition

A specification of the form

pre U,
post V

means: if the specified method is called in a state where U is satisfied, it will terminate
in a final state where V is satisfied. An example of a specification is:

pre not buffer.full(),


post buffer = old buffer + item

This contract states that if the specified method is called in a state where the buffer is
not full, it will end in a state where the buffer holds the items that were held before the
method was called, plus one more item.
The precondition is concerned with the value of the buffer before the method was called,
and the postcondition with the value of the buffer after the method was called. However,
as you see in this example, it is often easier to specify the postcondition while using the
values that were valid in the precondition: in this case, the postcondition is expressed
using the ‘old’ value of the buffer.
Several formal notations allow the specification of pre- and postconditions, such as
OCL (Object Constraint Language) [34] or Object-Z [51]. OCL is the standard notation
in UML to specify pre- and postconditions.
The example uses the notation that is used in Eiffel [16] (using old for the values as
they are valid in the precondition). In OCL, you do not use old buffer, but you
would use buffer@pre.

8.1.2 Frames and class invariants

DEFINITION 8.1 A frame explicitly lists what may be changed by a method call.

When one does not use a frame, to be precise, one should add v = old v to the
postcondition for every variable v that is not changed by the method call.

DEFINITION 8.2 A class invariant is a constraint that is true for every object of the class at start and
finish of method invocations. A class invariant is expressed as a relationship between
values of the attributes of the class.
An example of a class invariant is

tax = country.getRate() * total

This means that before and after each call to a method of the class, the value of the
attribute tax is equal to the value of the attribute total, multiplied by the value that the
attribute country gives when its method getRate is called.
A class invariant is automatically added to both the pre- and postcondition for ev-
ery operation, even for newly added operations in subclasses. A class invariant should
even be valid at exceptional termination, when the normal postcondition is not reached.

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8.2 Problems with contracts


It is not always easy to guarantee that a given function or procedure will behave as
its contract says. Problems may occur with external references, self-interference, and
callbacks. Here, we discuss each concept, show how it may cause problems, and show
the remedies.

8.2.1 External references


Consider a class A that names an object of class B in its class invariant. How can we
guarantee that operations on this object do not violate the invariant? This problem is
known as the indirect invariant effect.

public class Man

protected Woman wife;


// inv wife.husb = this

public void marry (Woman w)


// frame wife, pre w �= null, post wife = w

wife = w;
w.marry(this);

...

In the example, the class invariant states that each Man is married to zero or one Woman,
and that no Woman is married to more than one Man (there may be unmarried Women
though): the Woman a Man is married to, should be married to that Man.
It is obvious that the statement wife = w; is sufficient to guarantee the postcondition
of marry, but that statement can not guarantee the class invariant. In this case, to
guarantee the class invariant, it seems necessary and sufficient to add the statement
w.marry(this);. After all, the Man calls a method marry from his wife, with himself as a
parameter, so you would think that the class invariant of Man, which states that he is
the husband of his own wife, seems to be safe.
But the invariant will be broken when the wife marries someone else: then w may be
in a state where w.husb != this. A Man has no complete control over Woman, so Man
cannot guarantee that wife will not exchange him for another Man.

public class Woman

protected Man husb;

public void marry (Man m)


// frame husb, pre m �= null, post husb = m

husb = m;

...

The class Wife has a method marry which seems to reestablish Man’s class invariant:
when he marries her, she marries him, so his class invariant wife.husb = this is true. But
can we guarantee that it will be true all the time? Consider the following scenario:

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Man m1, m2;


Woman w;
m1.marry(w);
w.marry(m2);

As a result of these statements, Man m1 thinks he is still married to Woman w, but


she is married to Man m2: the invariant wife.husb = this is violated for Man m1 when
w.marry(m2) is executed. We created Woman so that she would marry every man she is
asked to marry, even if she is already married to another man: the method marry can
be called by third parties, outside the two partners of the contract.

Remedy

A remedy for this problem is to only allow external references in class invariants if
these class invariants are immune against operations on other classes. The remedy to
the indirect invariant effect is similar to problems encountered with multithreading. In
the case of threads, one may safely assume that it does not matter whether the state of
a program is interfered with by other programs (or other threads), if the constituents
of the proof of the program are not interfered with by other programs or threads [38].
The Owicky-Gries method says: consider two processes. One process affects x and y:

*[x:= 1]
*[y:= 1]

and the other process only affects x:

*[x:= 2]

In that case, you may not write x=1 as a postcondition. However, you may write y=1.
In the Man and Woman example, this means that we have to add a precondition

husb.wife �= this

to the method Woman.marry (which prevents a Woman from marrying when she has
already a husband), and a precondition

w.husb.wife �= w

to the method Man.marry. In the two statements above, first m1.marry(w) is called. The
precondition of the method marry of Man says that the wife of the husband of w should
not be w, which means that she is not already married. First the variable wife of m1 gets
the value of w, and then w.marry(m1) is called.
The precondition of that method says that the wife of the husband of w may not be
w, which is not the case, because she is not yet married. After the execution of both
methods, m1.wife = w and w.husband = m1: our man is married to his wife, and she is
married to him.
Now we try to execute w.marry(m2). The precondition says that the wife of the husband
of w should not be w herself. But, as the husband of w is m1, and the wife of m1 is w,
the precondition is not fulfilled, which means we cannot execute w.marry(m2).

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8.2.2 Self-interference
public class DigitList

int m;
int[] a = new int[100];
// inv (all i: 0 <= i <= m: a[i] < 10)

public void add(int x)


// frame m, a
// pre x < 10
// post m = old m + 1
// and a = old a ⊕ (m → x)
{
m++;
print();
a[m] = x;
}
...

The invariant of the class DigitList says that each filled cell of the array a contains a
value smaller than 10, and that the first m+1 cells have a value. The precondition of the
method add says that x is smaller than 10, and the postcondition says that 1 has been
added to the old value of m and that the array a is the same as before the method was
called, with one extra filled cell with the value of x.
It is obvious that the method add does not violate the class invariant. However, the
method print is called at a moment in which the class invariant temporarily does not
hold: the number of filled cells of the array a is 1 less than the value of m+1 at that
moment.
This is an example of self-interference: a state in which the class invariant temporarily
does not hold is exposed through a method call of the object itself.

interface TextModel

void write(int pos, char ch);


void register(TextView x);
...

interface TextView

TextModel text;
void setCaret(int pos);
void type(char ch);
void insertNotification(int pos);
...

// implementation:
void type(char c)

int p = caretPos();
setCaret(p+1);
text.write(p, ch);

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Consider TextModel and TextView as part of a MVC library for text manipulation. An
object of type TextView may register itself with an object of type TextModel. The method
text.write(p, ch) in the TextModel will try to keep the position of the caret up to date.
Therefore, it will move the caret one position to the right when a character has been
inserted in the text left of the caret. In other words, the method write of the TextModel
class will have a statement like

if (caretPos ≥ positionAddedCharacter) setCaret(caretPos + 1);

However, when a character is typed in the TextView object, the caret is moved one
position, resulting in a position after the added character. Therefore, because it detects
that the actual position of the caret is behind the place where character is written, the
TextModel object will move the caret again. The two last statements in the method
type therefore should be exchanged: in that case, the caret will only be moved forward
by the TextView object, because the Model will see that the caret is situated before the
added character (and therefore will not move the caret). This is another example of self
interference.

Callbacks

A callback is a procedure that is passed to a procedure library, to be called at a later


point. Without callbacks, it would be possible to use procedures of a procedure li-
brary, but “being called” from a procedure library would not be possible. In the case
of asynchronous event handling (imagine for instance a library for http requests), it is
necessary to have the possibility of callbacks: the alternative is that the program waits
until a request is served or is timed out.
A callback reverses the flow of control. Callbacks have an inherent danger of self-
interference. It is for that reason that a layered architecture prohibits callbacks. The
danger is the possibility that a client queries the state of the library during a callback.
This may be done at a moment in which the state of the library is temporarily invalid
(does violate the invariant that is specified in the contract), because the library is, at
that moment, executing a procedure.

Remedies for self-interference

There are several remedies for this problem of self-interference.


– Require the invariant to be reestablished before relinquishing control. This rem-
edy is usually too strict: method calls to other objects (which can only be done
by relinquishing the control to the other object) may be needed to reestablish the
invariant.
– Prohibit cyclic call chains, e.g. by prescribing a layered architecture.
– Weaken the notion of invariant: the invariant is guaranteed at the end, but not
assumed at the start.
– Use a different specification mechanism, e.g. by specifying permissible histories.
Histories are traces of states of a set of variables; specifying permissible histories
means restricting the set of possible traces.

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8.3 Polymorphism
The concept of polymorphism is used in two ways:

DEFINITION 8.3 Polymorphism is the ability of different things to appear the same in a certain context.

DEFINITION 8.4 Polymorphism is the ability to appear in several different forms.


Polymorphism is most often used as in the first definition. An interface for instance, can
have many different implementations. An example of the second definition is the fact
that an object may implement several different interfaces, and thus appear in different
forms.
With respect to contracts and invariants, the notion of substitutability is important.

DEFINITION 8.5 B is substitutable for A if B can safely be used wherever A is required.


This means the following for the relation between contracts:

for every operation A.f there is a corresponding B.f such that


pre of A.f ⇒ pre of B.f
and
post of B.f ⇒ post of A.f

In other words, B can be used where A is expected when the precondition of A.f implies
the precondition of B.f and when the postcondition of B.f implies the postcondition of
A.f.
This is easy to understand: before the operation is called, the precondition must be
true. If the precondition of A.f is true, and this precondition implies the precondition
of B.f, than it is obvious that B.f may be used wherever A.f is expected.
After the execution of the operation, the postcondition of A.f must be true. If the post-
condition of B.f implies the postcondition of A.f, it is obvious that B.f may be used: A.f
will be true after the execution of B.f.

interface TextModel
...
void write(int pos, char ch);
// frame len, txt
// pre len < max and 0 ≤ pos ≤ len
// post len = old len + 1 and Ě
...

class MyTextModel implements TextModel


...
void write(int pos, char ch)
// frame len, txt
// pre len < max and 0 ≤ pos ≤ max
...

In TextModel, the precondition that len is smaller than max and that pos is smaller than
or equal to len implies that pos is smaller than max. In other words, with respect to
the precondition, MyTextModel may be used were TextModel is expected. Note that
substitutability does not say anything about implementation; it only states things about
the contract of the interface.

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8.3.1 Contract verification

Ideally, contracts would be explicit and formal. Ideally, it would be possible to have a
tool check an implementation and client requests against the contract. However, it is
difficult and expensive to write explicit and formal contracts, and an efficient general-
purpose verifier is not feasible. What is possible is a tool to support theorem proving,
whereby the user proposes logical deduction from a logical statement, and the tool
verifies the deduction. However, using such a tool is expensive, as it requires man-
ual assistance. Therefore, developers have to try to avoid errors without the help of
contract verification. Some errors can be avoided by a language or by a compiler.

Memory errors

A memory error occurs when a program reads a memory cell based on a wrong assump-
tion of what the cell contains. An example is a cell that holds a character, and is read
as though it holds a short. Memory errors can affect unrelated parts of programs, are
notoriously hard to track down, and can be arbitrarily destructive.
A type system can prevent memory errors automatically. A type groups all values of
related semantics. A type is characterized by an interface: a set of operations with sig-
natures.

DEFINITION 8.6 B is a subtype of A (B ⊆ A) means that all operations on A are valid on B.

This is a transitive relation. In other words, if C is a subtype of B, and B is a subtype


of A, C is a subtype of A. Such a type system is supported by many languages. Note
that pre- and postconditions are not considered, so substitutability is not guaranteed.
To check whether a certain type is a subtype of another type, we have to inspect their
interfaces:

Let method A.f have an input parameter of type TAI


and return a value of type TAO.
Let method B.f have an input parameter of type TBI
and return a value of type TBO.
For B ⊆ A to be valid, we must have:
a weaker precondition, so TAI ⊆ TBI (contravariant)
a stronger postcondition, so TBO ⊆ TAO (covariant)

Covariant

The factory method pattern is an example of using the covariant: suppose we have a
class CarFactory with a factory method that creates objects of type Car, then objects of a
subtype of CarFactory may create objects of a subtype of Car (for instance a TruckFactory
that creates a Truck).

Contravariant

Now suppose that a CarFactory needs an object of class Euro as an input parameter
for its method createCar, and TruckFactory needs an object of class Money as an input
parameter for the method createCar. When Euro is a subtype of Money, TruckFactory is
a subtype of CarFactory. When CarFactory would need Money and TruckFactory would
need Euro, we could have a Buyer who uses an object of Roebel to pay for a Truck, be-
cause Buyer only knows he is buying from a factory of type CarFactory.

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Contract changes

A syntactic change of a contract means a change in the interface. A semantic change of a


contract means that the specification of the contract changes.
The fragile base class problem is about the problems experienced by derived classes if an
ancestor’s contract changes. It is prevented by making published contracts immutable
(this is for instance forced by Microsoft COM).

8.3.2 Other forms of polymorphism


Overloading

Another form of polymorphism is overloading or ad-hoc polymorphism: grouping other-


wise unrelated operations under the same name. Overloading in Java means: unre-
lated methods may have the same name if their signatures differ. With overloading,
one name (of a method or of an operator) points to different implementations. The
choice for the implementation of such a method or operator is based on the types of the
parameters or operands.
An example of operator overloading in C++ is:

Complex operator+(const Complex& x, const Complex& y)

return Complex(x.re() + y.re(), x.im() + y.im());

Complex p(2, 3), i(0, 1), q;


q = p + i

Here, the operator + that works with two integers is overloaded with summation of
two complex numbers (and is overloaded on other numeric types as well).

Parametric polymorphism

Parametric polymorphism is: letting the same implementation serve several types. An
example is formed by templates in C++ . Templates in C++ lead to code explosion:
the preprocessor generates explicit source code for every instantiation. Also, templates
themselves cannot be statically type checked.
Another example is formed by Java generics (introduced in J2SE 5.0, 2005). In the case
of Java generics, there is no code duplication at any level, and there is full static type-
checking.
Bounded polymorphism combines parametric and subtype polymorphism. An example
is formed by bounded wildcards in Java:

public void printBirthdays (List<? extends Person> persons)

Here, any List may be used that holds elements that are a subtype of Person.

8.4 Inheritance

The concept of inheritance has three facets, that are often not clearly distinguished:
1. Subclassing (implementation inheritance)
2. Subtyping (interface inheritance)
3. Substitutability (with respect to arguments of methods)

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Programming languages have different inheritance concepts.


– Java has (1) (extending a class), (2) (implementing an interface or extending a
class) and (3) (the result of a method may be a subtype of the result of the imple-
mentation of a parent class, for that method: Java supports covariance in result
types).
– Smalltalk only knows (1) and (2).
– In Eiffel, it is possible to claim, within a subclass, that not all features of the parent
class are exported. In that case, inheritance means implementation inheritance
(1), without subtyping. However, the Eiffel compiler is able to detect when such
a claim is not made. In that case, inheritance also means subtyping (2).

8.4.1 Multiple inheritance


There are two principal ways to support multiple inheritance:
– Multiple interface inheritance like in Java, where a class may implement multiple in-
terfaces. Multiple interface inheritance makes simultaneous substitutability pos-
sible, in mutually unaware contexts (the interfaces that are inherited from do not
know about each others existence).
– Mixing implementation fragments like in C++ . This is easy if the superclasses
come from totally disjoint inheritance graphs (and thus do not share common
classes), and name clashes are properly resolved. In that case, the new class sim-
ply concatenates the inherited fragment

Diamond inheritance

B1 B2

Figure 8.1: Diamond inheritance

Multiple inheritance imposes a problem when two superclasses share a superclass.


This is called diamond inheritance, see Figure 8.1. Suppose B1 and B2 share an attribute
n defined in A, but B1 uses this to code a boolean b via the abstraction invariant

b = (n > 0)

while B2 uses n to code a boolean c via the abstraction invariant

c = (2 | n)

Then operations on B1 are only specified in their effects on the sign of n, and what their
effect is in terms of the abstraction of B2 cannot be deduced without looking at their
implementation in terms of n. Hence encapsulation is broken.
So, the question in this case is: do B1 and B2 each get their own copy of the state of A?
– If no, this breaks encapsulation, like in the example above.

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– If yes, C may become inconsistent.


An example is: class A is a Car. Class B1 is a Truck and B2 is a FamilyCar. Class C is
a Van. Now suppose that Car has an attribute fuel. Truck has an attribute empty with
invariant

empty = (fuel = 0)

FamilyCar has a boolean onReserve with invariant

onReserve = (fuel < 15)

Suppose Truck and FamilyCar each have their own copy (fuel1 and fuel2) of attribute fuel
defined in Car. Then the getFuel() method defined in Car will return fuel1 if called on
a Truck object, and fuel2 if called on a FamilyCar object. But a Van object has both, and
it is not clear whether fuel1 or fuel2 should be returned, and class variants for Van may
get inconsistent.
When Truck and FamilyCar do not have their own copy of attribute fuel, and FamilyCar
has a method beOnTimeAtAirport, with postcondition

fuel >= 0

we have to check the implementation of that method to see what influence it has on the
class invariant for empty.

Mixins

Mixins are a particular style of multiple inheritance. A class inherits an interface from
one superclass, and an implementation from several classes, called mixins. Mixins are
used to build e.g. GUI’s. Every mixin concentrates on a single aspect, e.g. window
borders. Independence is necessary but not enforced.

Traits

Traits (introduced in the Scala programming language) combine advatages of noth in-
terfaces and mixins. A class may use several traits, and, like Java interfaces, traits ex-
tend the interface of the class using them. Traits differ from interfaces in that methods
declared in a trait may be both without and with an implementation. Diamond inher-
itance is prevented by making the order in which traits are used important. Method
implementations of last trait mentioned override method implementations of traits ear-
lier mentioned.

class CollegeStudent extends Person with Student with Worker

In this example, method implementations of trait Worker will be used, in case there are
method implementations for a method with the same name in trait Student and traid
Worker.

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8.4.2 The fragile base class problem


The syntactic fragile base class problem is about binary compatibility of compiled classes
with new binary releases of superclasses. If the interface of such a newly released base
class has changed, there is no binary compatibility. In the case that such an incompati-
bility is prohibited, it is called release-to-release binary compatibility (RRBC).
Some changes are harmless, but they should not require recompilation of subclasses.
Examples of harmless changes are reordering attributes and methods, or moving meth-
ods up in the class hierarchy. The question with respect to the semantical fragile base class
problem is: will a subclass remain valid if the implementation of a superclass changes?
Suppose: superclass A has independent methods f and g. Subclass B overrides f with
an implementation that calls g in an intermediate state. Later, A.g is replaced with a
version that assumes a class invariant to hold at its start. Now A.g’s assumption is
invalid. This problem is similar to the callback issue.

8.4.3 Disciplined inheritance


Disciplined inheritance means that one imposes restrictions on inheritance, to avoid se-
mantic fragile base class issues. A simple method is to specify interfaces as protected
or private.
Another method is the Stata-Guttag method [53]: split state and behavior into groups.
Method groups encapsulate part of the state. Method groups form co-dependent cliques,
including the necessary attributes. Either all or none of the methods in a group are
overridden during inheritance. The groups then are like cooperating classes.

8.5 Delegation

Delegation, also known as object composition, is an alternative to inheritance. Messages


are forwarded to so called inner objects (objects which are associated by a composition
relation). Delegation supports late composition. The identity of the delegator is re-
membered.
What a program does is often harder to understand when delegation is used than in
the case of inheritance. Delegation works best in standardized settings, such as design
patterns: the name of the pattern then helps to understand what is going on.

8.6 Techniques for specification

8.6.1 Eiffel
Eiffel is an interesting language with respect to contracts: it is an object-oriented pro-
gramming language with full support for preconditions, postconditions and class in-
variants.

class STACK[T]
feature
count: INTEGER
capacity: INTEGER
top: T is
require not empty
do ... end
empty: BOOLEAN is ...
push(elem: T) is

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require not full


do ... end
ensure
not empty
top = elem
count = old count + 1
feature NONE -- implementation
rep: ARRAY[T]
end STACK

invariant
0 <= count
count <= capacity
capacity = rep.capacity
empty = (count = 0)
(count > 0) implies (rep.item(count) = top)

This Eiffel code shows a class and a class invariant. A feature is a combination of
attributes and methods; a class may have several features. The statement feature
NONE means that this feature is invisible for all other objects. A precondition is written
using the keyword require, and a postcondition with the keyword ensure. In this
example, the precondition of the method push is that the stack is not full, and the
postcondition is that the stack is not empty, that the new element is placed on top, and
that the number of elements has grown with one. The class invariant in the example
states that the number of elements may be zero, and may reach the value of capacity.
It also states that the method empty returns TRUE is the number of elements is zero. It
also states that, when the stack is not empty, the method top returns the top element
of the stack.
The explanation of the meaning of the statements in the class invariant shows some
problems with assertions in Eiffel:

• Class invariants are also used to characterize the result of functional methods.
This is the only way to state such postconditions, because the keyword ensure
may only be used to specify state changes. This means that method specification
gets mixed with the characterization of legal object states. This is a consequence
of the Eiffel philosophy not to distinguish between functional methods and read-
only public fields.

• There is no reference to the meaning of objects; assertions only specify relations


between fields and method results. In our example for instance, there is no pos-
sibility to describe that the stack contains a sequence of values.

• No distinction is made between external behavior and internal representation,


because postconditions are expressed in state changes.

• Every assertion must be a boolean expression. This means that it is hard or im-
possible to specify the postcondition of certain methods, for instance, of a method
that returns the sum of the values of the elements.

8.6.2 Model-based specifications


The Eiffel mechanism does not distinguish between specification as guidance for im-
plementors and client programmers, specification as basis for correctness proofs, and
specification for runtime checking. In Java for instance, such a distinction does exist:

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javadoc comments serve as a guidance for implementors and client programmers, as-
sert statements for runtime checking.
An alternative (for guidance and as a basis for correctness proof) is:
– Describe the properties of objects in terms of the problem domain being modeled.
In the example: a stack represents a finite sequence in T∗ .
– Specify operations in terms of the model only. This means: do not use any at-
tributes. As a result, it is also possible to specify operations of an interface, and
the specifications remain valid when you change the representation. In the exam-
ple:
push(elem) ensures stack = [elem] ++ old stack
– Specify the implementation in terms of a class invariant. In the example this
would be:
∀i : 0 ≤ i ≤ capacity : stack{i} = rep.item[i]

DISCUSSION QUESTIONS

1. An inherent weakness of the precondition/postcondition style of specification is


that it says nothing about the method’s behavior in case abnormal termination
is impossible (e.g. because of failing connections or incorrect user input). How
would you remedy this?
2. Several notions of a class invariant have been introduced (one that holds at every
change of control, one that holds upon method completion, one that holds when
no method is executing). Can you think of examples showing that in practice all
of these occur?
3. The open/closed principle states “software entities (classes, modules, functions,
etc.) should be open for extension, but closed for modification” [31]. A class or
module should, according to this principle, allow its behaviour to be modified
without altering its source code. Relate this principle to the fragile base class
problem.

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Module 9

Service oriented architectures

INTRODUCTION

Service orientation is a particular strategy for separating concerns and dividing a sys-
tem into components. Its fundamental characteristic is that every component provides
a distinct service that can be used by multiple consumers. Service logic can encompass
the logic provided by other services: the point of such a service is that it composes a
number of other services into a collective.
The paradigm of service orientation is based on the interaction of businesses in an ideal
market: a business should then be able to use services offered by others, and offer ser-
vices to others. Likewise, service orientation can be used within an organization. An
example might be a bank. Imagine that several areas of banking applications will deal
with the current balance of an existing customer. More than often, the “get current bal-
ance” functionality is repeated in various applications within a banking environment.
This gives rise to a redundant programming scenario. The focus should be toward
finding this sort of common, reusable functionality and implement it as a service, so
that all banking applications can reuse the service as and when necessary.
With minimal interdependencies, the number of services may grow autonomously,
within and between organizations. Adherence to standardized interaction conventions
make minimal interdependency possible.
In this module, we will discuss the key aspects of services, show you the various stan-
dards that are used for service oriented architectures, discuss the concepts of orches-
tration and choreography, and give an example of a platform for service oriented ar-
chitecture.

LEARNING OBJECTIVES
After having studied this module you should be able to:
– explain the meaning of the concepts of service-oriented architecture,
coordination, orchestration and choreography,
– mention the key aspects of service-oriented architecture,
– describe the purpose of the existing standards concerning
service-oriented architecture.

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9.1 Aspects of services

9.1.1 Communication
A service can only be used if potential clients are aware of its existence, and have infor-
mation about how to use it. This is achieved through service description.

DEFINITION 9.1 A service description contains at least the name of the service, the location of the service,
and the data exchange requirements.
Communication between services is done through messages, asynchronously: services
communicate over the internet, and the loss of a connection or of a communicating
partner should not block the system that offers the service. Messages should be au-
tonomous, which means that they must be outfitted with enough information to self-
govern their part of the processing logic.

9.1.2 Key aspects of services


Key aspects of services are:
– Loose coupling. As we have already seen, the inherently unreliable communication
over the internet must not lead to a blocked system. Furthermore, services should
have minimal dependencies. The only requirement is that there should be an
awareness of the existence of a service.
– Service contract. A service contract is a communications agreement, and specifies
the details of the service that the service provider is performing. In a service
contract, functional and non-functional requirements are described, and so-called
policies are specified, stating obligations and responsibilities of both the service
provider and the service consumer.
– Autonomy. Services should have control over the logic they encapsulate.
– Abstraction. Services hide logic from the outside world, except for what is de-
scribed in the service contract.
– Reusability. Obviously, services are meant to be reused over and over again.
– Composability. When services are composable, collections of services can be coor-
dinated and assembled for composite services.
– Statelessness. To be as reliable as possible, especially when communication is done
over the internet, services should minimize retaining information specific to an
activity. Statelessness is important for loose coupling. Any state that should be
maintained during a transaction should be maintained by the client, and supplied
by the client in the next step of the process, if there is a next step.
– Discoverability. A service should be described in such a way that its description
can be found and assessed via available discovery mechanisms.

9.1.3 SOA and web services

DEFINITION 9.2 Service-oriented architecture (SOA) means: an architecture entirely composed of ser-
vices.
This paradigm does not care about implementations, and can be realized with any
suitable technology platform. Web services, as they have developed over the last few
years, are a very successful technology platform for the support of a service-oriented
architecture. Web services include technology standards such as SOAP, WSDL, XML
and XML Schema.

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But keep in mind that using web services does not automatically make an architecture
service-oriented. What makes an architecture service-oriented is that it may be viewed
as a configuration of components, with each component offering functionality by pro-
viding a service.

Quality of service

For a service-oriented architecture to be able to implement enterprise-level function-


ality as safely as classical distributed architectures, it is required that tasks are carried
out in a secure manner, protecting the contents of a message and access to individual
services.
Tasks should both be carried out reliably so that message delivery or notification of
failed delivery can be guaranteed, and securely so that messages cannot be seen or
changed by a third party. The performance overhead imposed by SOAP messaging
and XML content processing should not inhibit the timely execution of a task. And,
very important, the integrity of transactions should be guaranteed; upon failure, excep-
tion logic should be executed.
The use of web services per se does not provide any of these guarantees.

Open standards

An advantage of web services is that data exchange is governed by open standards.


Examples of these standards are SOAP, WSDL, XML and XML Schema, which have
been discussed in a previous module.
The standards are developed for the purpose that messages can be completely self-
contained. To communicate using web services according to these standards, services
require nothing more than a knowledge of each other’s service descriptions: there is
no need for shared dependencies such as type systems.
The role of proprietary technology is limited to the implementation and hosting of the
application logic encapsulated by a service: a service-oriented architecture using web
services supports vendor diversity. Proprietary development environments are used
to create a non-proprietary service interface layer (think for instance of the support for
the use of SOAP in a J2EE environment).

9.1.4 Adopting SOA


Not all features necessary for enterprise-level computing are fully available for service-
oriented architectures at this moment. Standards organizations and software vendors
have proposed many specifications to address a variety of supplementary extensions.
The next generation of development tools and application servers promises to support
a great deal of these new technologies.
Benefits of adopting SOA are:
– There is an intrinsic interoperability: cross-application integration is simplified.
– Services are reusable.
– Integration of legacy environments is relatively easy: they can participate via
adapters.
– There is a standardized XML data representation. XML is self-descriptive via
XML Schema.
– Service-oriented architectures increase organizational agility: reorganizations and
merging different organizations for instance are more easily supported. An envi-
ronment of loosely coupled services is more adaptable: it will be easier to support
new business rules or different requirements. Business logic and technology are

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abstracted into separate service layers, which means that it will be easier to intro-
duce new technology.
However, these benefits only manifest themselves in the long run, as the use of service-
oriented principles becomes established.
There are also pitfalls in adopting SOA:

• One pitfall is to build a service-oriented architecture like traditional distributed


architectures. Such an approach will lead to fine-grained RPC-style (remote pro-
cedure call) message exchanges, and to the creation of non-composable services.

• Another pitfall is not to standardize. This will lead to disparate schemas, repre-
senting similar information.

• It is also a pitfall not to understand the performance requirements of service-


oriented architectures. Service orientation introduces several extra layers of data
processing with associated performance overhead compared to traditional RPC.
There is accelerating technology available, e.g. XOP (XML-binary Optimized
Packaging) and MTOM (Message Transmission Optimization Mechanism) (both
W3C standards).

• A fourth pitfall is not to keep in touch with platform and standard development:
service orientation is an area in development.

9.2 Standards and technologies

9.2.1 History of web service technologies


XML (eXtensible Markup Language) was developed in 1998, by the W3C (see below).
One of its goals was to facilitate internet e-business. Additional techniques are XSLT
(eXtensible Stylesheet Language Transformations), from 1999, and XSD (XML Schema
Definition Language), from 2001.
SOAP (originally: Simple Object Access Protocol) was developed in 1998, with support
from Microsoft. It has become a W3C standard since 2000. Soap is a message protocol
that is human-readable, as opposed to binary formats. It works well with network
firewalls, as opposed to for instance DCOM (from Microsoft). SOAP was originally
intended only for RPC (as is reflected in its name); not for messaging. As of version 1.2
(in 2003), the emphasis has shifted to messaging. Its name was considered misleading,
and therefore, SOAP is no longer an acronym.
WSDL (Web Service Definition Language) was developed in 2001, with support from
Ariba, IBM and Microsoft. It has been submitted for standardization to the W3C.
UDDI (Universal Description, Discovery and Integration) was developed in 2000, by
UDDI.org and OASIS (see below). It is not yet universally adopted.

9.2.2 Standards and collaboration organizations


Important standards organizations are:

• The W3C (World Wide Web Consortium) was founded in 1994, by Tim Berners-
Lee. Some standards of the W3C are HTML, XML, XSD, XSLT and SOAP.

• OASIS (Organization for the Advancement of Structured Information Standards)


was originally named SGML Open, which was founded in 1993. In 1998, the
name has changed into OASIS. Some standards of OASIS are WS-BPEL (Web Ser-
vices Business Process Execution Language), ebXML (Electronic Business XML),

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UDDI, SAML (Security Assertion Markup Language), XACML (eXtensible Ac-


cess Control Markup Language) and WS-Security (Web Services Security). The
focus of OASIS is on vertical industry support (which means support from all
organizations within a certain domain, as opposed to many different domains).

• The WS-I (Web Services Interoperability) Organization was established in 2002.


WS-I recommends which standards should be collectively used to promote opti-
mum interoperability.

• The OSOA (Open Service-Oriented Architecture) Collaboration is an informal al-


liance of companies aiming to define a language-neutral programming model for
service-oriented architectures. It is not a standards organization: the goal is to
rapidly develop specifications for later standardization. It was founded Novem-
ber 2005, and the first completed specifications will probably be there in 2007.
Among the participants are BEA, IBM, Oracle, SAP, Sun Microsystems, Tibco and
RedHat; Microsoft is not among them.

Two of the projects of the OSOA Collaboration are the SCA (Service Component Ar-
chitecture) project, and the SDO (Service Data Objects) project. SCA is a model for
building service-oriented systems (not necessarily based on web services). SDO is a
unified model for data handling (not necessarily from XML data sources).

9.3 Coordination of services

9.3.1 The WS-Coordination standard

The central theme in the WS-Coordination standard is that of coordination context infor-
mation.

DEFINITION 9.3 In general terms, coordination is the act of a coordinator disseminating information to
a number of participants for some domain-specific reason.

This reason could be to reach consensus on a decision like a distributed transaction


protocol, or simply to guarantee that all participants obtain a specific message.
When parties are being coordinated, coordination!context is propagated to tie together
operations which are logically part of the same coordinated work or activity. Examples
of data held within a coordination context are a unique identifier that represents the
activity, an expiration value, and coordination type information (such as an atomic
transaction or a business activity).
The WS-Coordination standard introduces a generic service around the notion of coor-
dination context information. This service controls a composition of:
– An activation service which is responsible for the creation of a new context and for
associating this context to a particular activity.
– A registration service which allows participating services to use context informa-
tion received from the activation service to register for a supported context pro-
tocol.
– Protocol-specific services. Protocols represent unique variations of coordination
types, and consist of a collection of specific behaviors and rules. The WS-Coordination
framework is extensible with respect to coordination types and protocols.
– A coordination service: the controller service of the composition.

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9.3.2 The WS-AtomicTransaction standard


WS-AtomicTransaction is a coordination type, i.e. an extension created for use with the
WS-Coordination context management framework. It provides three primary transac-
tion protocols:
– The Completion protocol, typically used to initiate the commit or abort states of the
transaction,
– the Durable 2PC protocol for which services representing permanent data reposi-
tories should register, and
– the Volatile 2PC protocol to be used by services managing non-persistent data.
The abbreviation 2PC means two-phase commit.
The process for an atomic transaction is as follows:
– The atomic transaction coordinator decides the outcome of a transaction, based
on feedback from all participants.
– In the first phase (or prepare phase) all participants are notified and asked to issue
a vote (either “commit” or “abort”).
– The second phase (or commit phase) has two possible outcomes: either the trans-
action is successful and all changes are committed if all votes are received and all
participants voted to commit; or all changes are rolled back.

9.4 Orchestration

DEFINITION 9.4 Orchestration is a centrally controlled collection of workflow logic that takes care of
the interoperability between various processes or legacy environments.
Orchestration can be seen as the ability to control how information flows and services
interact to form solutions. In essence, orchestration is a meta application layer over
and above existing services and data that binds systems and services together. It was
originally developed for middleware for enterprise application integration, but is very
usable for the coordination of services in a service-oriented architecture.
Orchestration is often implemented by a hub-and-spoke model and a central orchestra-
tion engine. With such an approach, workflow is more easily maintained than when
embedded in individual solution components.
In service-oriented architectures, orchestrations themselves exist as services that repre-
sent and express business logic.

9.4.1 The WS-BPEL standard


WS-BPEL is the primary industry specification that standardizes orchestration. The
standard was proposed in 2002, jointly by IBM, Microsoft, and BEA. It was originally
called BPEL4WS, and is now a proposed standard from OASIS.
WS-BPEL is an XML based programming language to describe high level business pro-
cesses. A business process is a term used to describe the interaction between two busi-
nesses or two elements in some business. An example of this might be company A
purchasing something from company B. BPEL allows this interaction to be described
easily and thoroughly such that company B can provide a Web Service and company
A can use it with a minimum of compatibility issues.
Using BPEL you can write a program that uses a web service to fetch the weather
forecast for your postcode (zip code), check whether it will be raining this weekend and
use another web service to send you an SMS message suggesting that you go shopping
(if it’s raining) or go to the beach (if it’s sunny) [32].

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<?xml v e r s i o n= " 1 . 0 " encoding= "UTF−8" ?>


<process
xmlns= " h t t p : //schemas . xmlsoap . org/ws/2003/03/ b u s i n e s s−p r o c e s s / "
x m l n s : p r i n t = " h t t p : //www. e c l i p s e . org/ t p t p /choreography /2004/ engine/ P r i n t "
<import importType= " h t t p : //schemas . xmlsoap . org/wsdl/ "
l o c a t i o n = " . . / . . / t e s t _ b u c k e t / s e r v i c e _ l i b r a r i e s / t p t p _ E n g i n e P r i n t e r P o r t . wsdl "
namespace= " h t t p : //www. e c l i p s e . org/ t p t p /choreography /2004/ engine/ P r i n t " />
<partnerLinks>
< p a r t n e r L i n k name= " p r i n t S e r v i c e "
partnerLinkType= " p r i n t : p r i n t L i n k "
p a r t n e r R o l e = " p r i n t S e r v i c e " />
</ p a r t n e r L i n k s >
<variables>
< v a r i a b l e name= " h e l l o _ w o r l d "
messageType= " p r i n t : P r i n t M e s s a g e " />
</ v a r i a b l e s >
<assign>
<copy>
<from>< l i t e r a l >H ello World</ l i t e r a l ></from>
< t o >\$ h e l l o _ w o r l d . value</ t o >
</copy>
</ a s s i g n >
<invoke p a r t n e r L i n k = " p r i n t S e r v i c e " o p e r a t i o n = " p r i n t "
i n p u t v a r i a b l e = " h e l l o _ w o r l d " />
</ p r o c e s s >

Figure 9.1: Hello World in WS-BPEL

WSDL is used to describe individual services; WS-BPEL is used to describe processes


that are supported by services.
BPMN (Business Process Modeling Notation) is developed by the Object Management
Group in 2006. It is a graphical notation for modeling an organization’s internal busi-
ness processes, similar in intention and scope to UML. There is a mapping to WS-BPEL.

9.5 Choreography
Orchestration expresses organization-specific workflow; choreography is not owned by
a single entity and acts as a community interchange pattern for collaborative pur-
poses. WS-CDL (Web Services Choreography Description Language) organizes infor-
mation exchange between multiple organizations in order to make collaboration pos-
sible. None of the organizations controls the collaboration logic.
Choreography is defined in terms of relationships (potential exchanges) and channels
(defining the nature of the messages exchanged). Every relationship consists of ex-
actly two roles. Relationships determine who can talk to whom; channels establish the
nature of the conversation. Channel information can be passed around in a message,
facilitating dynamic discovery of potential collaborators.
WS-BPEL (by OASIS, for orchestration) and WS-CDL (by W3C, for choreography) over-
lap somewhat in functionality.

9.6 Security and reliability

9.6.1 The WS-ReliableMessaging standard


The WS-ReliableMessaging standard is developed by IBM, Microsoft, BEA, and Tibco
in 2005. It specifies a protocol allowing messages to be delivered reliably between
distributed applications, in the presence of software component, system, or network

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failures. The protocol is described in a technology-independent manner, allowing it to


be implemented using different network transport technologies.
The protocol provides a framework guaranteeing that service providers will be noti-
fied of the success or failure of message transmissions, and that a message sent with
specific sequence-related rules will arrive as intended or generate a failure condition.
The protocol is based on acknowledgments from destination to source.

9.6.2 WS-Security

The WS-Security framework provides extensions that can be used to implement message-
level security measures, to protect message content during transport and during pro-
cessing by service intermediaries.
WS-Security establishes a standardized header block for SOAP messages that expresses
their origin or owner (called a token). The token contains elements like Username en
Password. Binary data, such as certificates, can be represented in an encoded format.

9.6.3 Single sign-on

The challenge of single sign-on is to propagate the authentication and authorization


information for a service requestor across multiple services behind the initial service
provider. Authentication means proving an identity (for instance using a username and
password); authorization means checking what the requestor, once authenticated, is al-
lowed to do.
There are several technologies for single sign-on:
– Using SAML (Security Assertion Markup Language), the point of contact for a
service requestor can act as issuing authority. The issuing authority assures other
services that the requestor has attained the proper level of clearance. An iden-
tity provider stores identities, and allows users to log in. Service providers (web
applications) may use such an identity provider for authentication puposes.
– OpenID is an open standard that describes how users can be authenticated in a
decentralized manner. A user chooses a URL where he or she provides a user-
name and a password, and that URL will be used on other sites to allow the user
to log in.
– OAuth is an open standard for authorization, often used in social media.
– XACML (XML Access Control Markup Language) is a language to specify and
standardize policy management and access decisions. It is developed by OASIS.

9.7 Platforms for service-oriented architectures

For a platform (consisting of a programming language, APIs, and a runtime environ-


ment) to be SOA-capable it should provide:
– the ability to partition software into components capable of communicating with
each other within and across instances of the runtime environment,
– the ability to encapsulate and expose components through web service standards
(WSDL, SOAP, UDDI, WS-*). The platform should thus be able to supply, dis-
cover and interpret WSDL definitions, receive and transmit SOAP messages, as-
semble and process SOAP header blocks, and validate, parse and transform the
payload of a SOAP message.

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9.7.1 SOA support in J2EE


Support for service-oriented architectures is offered within the J2EE platform in the
form of:
– The Java API for XML Processing (JAXP). This API is used to process XML docu-
ment content using a number of available parsers. It supports the transformation
and validation of XML documents using XSLT stylesheets and XSD schemas.
– The Java API for XML-based RPC (JAX-RPC). This API offers support for SOAP
processing. It supports both RPC-type and asynchronous exchanges and one-
way transmissions. Web services are implemented as a stateless servlet.
– The Java API for XML Registries (JAXR). JAXR is a standard interface for access-
ing business and service registries. It supports UDDI.
– The Java API for XML Messaging (JAXM). JAXM is an asynchronous messaging
API that can be used for one-way and broadcast message transmissions.
– The SOAP with Attachments API for Java (SAAJ).
– The Java Architecture for XML Bindings (JAXB). JAXB generates Java classes from
XSD schemas.
– The Java Messaging Service API (JMS). This is a messaging protocol for tradi-
tional messaging middleware solutions, providing reliable delivery features not
found in typical HTTP communication.
– Vendor-specific extensions, e.g. IBM Emerging Technologies Toolkit: prototype
implementations of a number of WS-* extensions.

9.8 RESTful webservices


REST (Representational State Transfer) [18] is an architecture; not a standard. Based on
REST-principles, lightweight webservices are possible. Such a web service is located by
a URI, there is a MIME type (such as JSON or XML) associated with the data that are
sent, and communication is stateless, using HTTP. An example of a RESTful webservice
is an Atom or RSS feed: a website or webpage offers summaries of news through a web
service. Data sent through such a webservice adheres to one of the standards for RSS
(Atom or RSS).

DISCUSSION QUESTIONS

1. It is often claimed that SOA is the next phase in the evolution of business automa-
tion, just as mainframe systems were succeeded by client-server applications, and
these in turn evolved into classical distributed systems. Others claim that SOA is
just a marketing term used to re-brand distributed computing with web services.
Whose side are you on and why?
2. What impact does the introduction of SOA have on an organization’s capabilities?
How would you convince a non-technical manager of its benefits?
3. Can you think of applications where the introduction of SOA would be detrimen-
tal and should be resisted?

146
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